Display method and device of skill control, equipment and medium
By displaying the finishing move control in a virtual environment and triggering it with a single click under certain conditions, the problem of cumbersome operation in side-scrolling fighting games is solved, improving human-computer interaction efficiency and game balance.
Patent Information
- Application Number
- CN202410608194.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-05-15
- Publication Date
- 2025-11-18
Smart Images

Figure CN120960757A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device and medium for displaying skill controls. Background Technology
[0002] In some side-scrolling fighting games, users need to press multiple physical buttons simultaneously or in a fixed order to unleash a finishing move.
[0003] In related technologies, users can control virtual characters to move and unleash skills within a virtual environment. Specifically, users can trigger the skill control corresponding to the first skill to unleash that skill in the virtual environment. This skill control differs from the physical buttons used in the aforementioned technologies.
[0004] When the aforementioned side-scrolling fighting game is played on a terminal device, the user needs to touch multiple touch points on the device's touchscreen to unleash a finishing move. However, since the user also needs to hold the device with both hands simultaneously, they can only use a few fingers to perform this operation. When multiple touch points need to be touched to unleash a finishing move, the overall operation becomes quite cumbersome. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for displaying skill controls. The technical solution is as follows:
[0006] According to one aspect of this application, a method for displaying a skill control is provided, the method comprising:
[0007] Display a virtual environment screen, which includes a first virtual character and a second virtual character in a fighting state;
[0008] In response to the first virtual character's first fighting ability satisfying the termination condition for ending the second virtual character's life, the first virtual character's finishing skill control is displayed, which is used to trigger the first virtual character to release a finishing skill to end the second virtual character's life.
[0009] According to another aspect of this application, a display device for skill controls is provided, the device comprising:
[0010] The display module is used to display a virtual environment screen, which includes a first virtual character and a second virtual character in a fighting state.
[0011] The display module is further configured to respond to the first virtual character's first fighting ability satisfying the termination condition for ending the second virtual character's life value, and to display the first virtual character's finishing skill control, the finishing skill control being used to trigger the first virtual character to release a finishing skill for ending the second virtual character's life value.
[0012] According to another aspect of this application, a computer device is provided, the computer device comprising: a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the skill control display method as described above.
[0013] According to another aspect of this application, a computer-readable storage medium is provided, which stores at least one program that is loaded and executed by a processor to implement the method for displaying skill controls as described above.
[0014] According to another aspect of this application, a computer program product is provided, the computer program product comprising at least one program segment stored in a computer-readable storage medium; a processor of a computer device reads the at least one program segment from the computer-readable storage medium, the processor executing the at least one program segment to cause the computer device to perform the skill control display method as described above.
[0015] The beneficial effects of the technical solution provided in this application include at least the following:
[0016] By displaying the finishing move control of the first virtual character in the virtual environment when the first virtual character's first fighting ability meets the final condition of ending the second virtual character's life, users can strategically choose whether to use the finishing move by directly manipulating the control during gameplay. This improves the efficiency of human-computer interaction to some extent. Users no longer need to use multiple touch points on the touchscreen of their device to trigger the finishing move; they can directly trigger it with a single click. Furthermore, the finishing move control is not continuously displayed; it remains hidden until the final condition is met, allowing for dynamic display on the virtual environment. Simultaneously, the finishing move control only occupies a portion of the virtual environment's display area when the final condition is met, minimizing disruption to the virtual environment. By restricting the display of the finishing move control to the first virtual character only when the first virtual character's first fighting ability meets the finishing condition, the first virtual character can choose whether to release the finishing move. This helps to control the pace of the battle, thereby increasing the player's sense of participation in the battle game. It can also further help to improve the strategic depth of the battle game, adding new points of competition and thus improving the balance of the battle game. Attached Figure Description
[0017] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0018] Figure 1 This is a schematic diagram of a computer system provided in an exemplary embodiment of this application;
[0019] Figure 2 This is a schematic diagram of a method for displaying skill controls provided in an exemplary embodiment of this application;
[0020] Figure 3 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0021] Figure 4 This is a schematic diagram of a method for displaying skill controls provided in an exemplary embodiment of this application;
[0022] Figure 5This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0023] Figure 6 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0024] Figure 7 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0025] Figure 8 This is a schematic diagram of a method for displaying skill controls provided in an exemplary embodiment of this application;
[0026] Figure 9 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0027] Figure 10 This is a schematic diagram of a method for displaying skill controls provided in an exemplary embodiment of this application;
[0028] Figure 11 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0029] Figure 12 This is a schematic diagram of a method for displaying skill controls provided in an exemplary embodiment of this application;
[0030] Figure 13 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0031] Figure 14 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0032] Figure 15 This is a schematic diagram of a method for displaying skill controls provided in an exemplary embodiment of this application;
[0033] Figure 16 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0034] Figure 17 This is a flowchart illustrating a method for displaying skill controls provided in an exemplary embodiment of this application;
[0035] Figure 18 This is a block diagram of a display device for skill controls provided in an exemplary embodiment of this application;
[0036] Figure 19 This is a block diagram of a computer device provided in an exemplary embodiment of this application. Detailed Implementation
[0037] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0038] First, a brief introduction to the terms used in the embodiments of this application:
[0039] Virtual environment: A virtual environment is a three-dimensional environment displayed (or provided) by the client when running on the terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit this. The following embodiments use a three-dimensional virtual environment as an example.
[0040] Optionally, the virtual environment is a battle environment for virtual characters. For example, in a battle royale game, at least one virtual character engages in a single battle in the virtual environment. The virtual character survives by avoiding attacks from enemy units and dangers present in the virtual environment (such as poison gas circles, swamps, etc.). When a virtual character's health points in the virtual environment reach zero, the virtual character's life ends, and the last surviving virtual character is the winner.
[0041] Virtual objects refer to movable objects in a virtual environment. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual environment. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual environment and occupies a portion of the space in the 3D virtual environment.
[0042] Skills: Also known as "game skills" or "virtual skills," these refer to the methods used in games to achieve effects such as attack, defense, and support by performing virtual actions or behaviors.
[0043] Finishing move: refers to a skill that can end the opponent's virtual character's life in one go during combat when the opponent's virtual character's life is low.
[0044] Artificial Intelligence (AI) is the theory, methods, technology, and application systems that use digital computers or machines controlled by digital computers to simulate, extend, and expand human intelligence, perceive the environment, acquire knowledge, and use that knowledge to achieve optimal results. In other words, AI is a comprehensive technology within computer science that attempts to understand the essence of intelligence and produce a new kind of intelligent machine that can react in a way similar to human intelligence. AI studies the design principles and implementation methods of various intelligent machines, enabling them to have perception, reasoning, and decision-making capabilities. AI technology is a comprehensive discipline involving a wide range of fields, encompassing both hardware and software technologies. Fundamental AI technologies generally include sensors, dedicated AI chips, cloud computing, distributed storage, big data processing, pre-trained model technology, operating / interactive systems, and mechatronics. Pre-trained models, also known as large models or foundational models, can be widely applied to downstream tasks in various AI fields after fine-tuning. AI software technologies mainly include computer vision, speech processing, natural language processing, and machine learning / deep learning.
[0045] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
[0046] The first terminal 120 has a client 122 installed and running that supports a virtual environment. The client 122 supporting the virtual environment can be any of the following: a map application, a shooting game, an adventure game, a fighting game, a virtual reality (VR) application, or an augmented reality (AR) application. The first terminal 120 is a terminal used by a first user. The first user uses the first terminal 120 to control a first virtual character located in the virtual environment to perform activities, including: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwable items, and attacking other virtual characters. For example, the first virtual character is a virtual person, such as a simulated character or an anime character. For example, the first user controls the first virtual character's activities through user interface (UI) controls on the virtual environment screen.
[0047] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0048] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, server 140 includes a processor 144 and a memory 142. Memory 142 includes a receiving module 1421, a display module 1422, and a sending module 1423. The receiving module 1421 is used to receive requests sent by clients; the display module 1422 is used to display a virtual environment screen and virtual characters within the virtual environment screen; and the sending module 1423 is used to send responses to clients, such as sending display frames to clients. Server 140 is used to provide background services for clients supporting the virtual environment. Optionally, server 140 undertakes the primary computing work, and the first terminal 120 and the second terminal 160 undertake secondary computing work; or, server 140 undertakes secondary computing work, and the first terminal 120 and the second terminal 160 undertake primary computing work; or, server 140, the first terminal 120, and the second terminal 160 collaborate on computing using a distributed computing architecture.
[0049] The second terminal 160 has a client 162 installed and running that supports a virtual environment. The client 162 supporting the virtual environment can be any of the following: a map application, a shooting game, an adventure game, a battle game, a VR application, or an AR application. The second terminal 160 is a terminal used by a second user. The second user uses the second terminal 160 to control a second virtual character located in the virtual environment to perform activities, including: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwable items, and attacking other virtual characters. For example, the second virtual character is a virtual person, such as a realistic character or an anime character. For example, the second user controls the second virtual character's activities through UI controls on the virtual environment screen.
[0050] The second terminal 160 is connected to the server 140 via a wireless network or a wired network.
[0051] Optionally, the first virtual character and the second virtual character reside in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same team, the same organization, the same faction, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may also belong to different factions, different teams, different organizations, or have an adversarial relationship. In this embodiment, the example of the first virtual character and the second virtual character belonging to different factions, different teams, different organizations, or having an adversarial relationship is used for illustration.
[0052] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms. The first terminal 120 can refer to one of multiple terminals, and the second terminal 160 can refer to one of multiple terminals; this application only uses the first terminal 120 and the second terminal 160 as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and these device types include at least one of: smartphones, tablet computers, e-book readers, laptops, and desktop computers. This application uses smartphones as an example of a terminal.
[0053] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0054] In related technologies, when a virtual environment includes at least two virtual characters in a fighting state, these two virtual characters will attack each other. For example, assuming the virtual environment includes a first virtual character and a second virtual character, the first and second virtual characters will perform "combo moves" during the fight. For instance, as shown... Figure 2 As shown, taking a client 122 supporting a virtual environment installed and running on a first terminal 120 as an example, a virtual environment screen 11 is displayed on the client 122. This virtual environment screen 11 includes a first virtual character 12 and a second virtual character 13 in a fighting state. The first virtual character 12 is a master virtual character controlled by the first user corresponding to the first terminal 120, and the second virtual character 13 is an enemy virtual character. Generally, the second virtual character 13 is controlled by the second user corresponding to the second terminal. Alternatively, the second virtual character 13 is automatically controlled by the first terminal 120.
[0055] In some embodiments, the first virtual character 12 and the second virtual character 13 can attack each other in the virtual environment to damage each other's health. For example, when the first virtual character 12 attacks the second virtual character 13 and causes a certain amount of damage to the second virtual character 13, the health of the second virtual character 13 will decrease.
[0056] In some embodiments, when the health of the second virtual character 13 drops to a health threshold, such as when the health of the second virtual character 13 is less than or equal to 25% of its initial health, the attack of the first virtual character 12 on the second virtual character 13 may directly trigger a finishing move that ends the health of the second virtual character 13. Generally, after the finishing move is triggered, the game ends. That is, the first virtual character 12 ends the second virtual character 13 with a finishing move, and the game ends with the first virtual character 12 winning and the second virtual character 13 losing.
[0057] In the above scenario, only the first virtual character 12 and the second virtual character 13 will be displayed in the virtual environment screen 11; the finishing move control corresponding to the finishing move will not be displayed. Furthermore, the finishing move is triggered only once. For example, the finishing move will only be triggered at the very end of the game, and once triggered, it will always finish off the opponent, meaning the match will end upon triggering. The triggering and use of the finishing move are not under the user's control.
[0058] This application embodiment proposes a method for displaying a skill control. Under certain conditions, an ultimate skill control 14 is displayed in the virtual environment screen 11. This ultimate skill control 14 can be triggered and displayed multiple times, and the first user corresponding to the first terminal 120 can strategically choose whether to use the ultimate skill. When the first virtual character releases an ultimate skill to end the life of a second virtual character via the ultimate skill control, the ultimate skill may be released successfully or unsuccessfully; that is, using the ultimate skill control does not guarantee the end of the second virtual character. If the first virtual character successfully releases the ultimate skill via the ultimate skill control, the game ends. However, if the first virtual character fails to release the ultimate skill via the ultimate skill control, the game continues. In other words, the ultimate skill can be possessed multiple times in a single game.
[0059] Figure 3 This is a schematic diagram of a method for displaying a skill control provided in an exemplary embodiment of this application. In this embodiment, the method is described by... Figure 1 The method is illustrated using the first terminal 120 as an example. The method includes:
[0060] Step 220: Display the virtual environment screen;
[0061] In some embodiments, a virtual environment is displayed for virtual characters to perform activities, and this virtual environment includes at least two virtual characters. Each virtual character can move freely within the virtual environment. For example, the at least two virtual characters include a first virtual character and a second virtual character.
[0062] In some embodiments, the virtual environment screen includes a first virtual character and a second virtual character in a fighting state. For example, the first virtual character and the second virtual character belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0063] In some embodiments, the first virtual character and the second virtual character are controlled by different users on different terminals. For example, the first virtual character is controlled by a first user on a first terminal, and the second virtual character is controlled by a second user on a second terminal. In some embodiments, the first and second virtual characters are controlled by the same user on the same terminal. For example, both the first and second virtual characters are controlled by the first user on the first terminal. In some embodiments, the first virtual character is controlled by the user on the terminal, and the second virtual character is automatically controlled by the terminal. This embodiment does not impose limitations on these embodiments.
[0064] In some embodiments, the virtual environment screen further includes at least one skill control. This at least one skill control corresponds to a skill possessed by the master virtual character. For example, suppose the virtual environment screen includes a first virtual character and a second virtual character. The first virtual character is a master virtual character controlled by a first user corresponding to a first terminal, and the second virtual character is a virtual character controlled by another user corresponding to another terminal, or a virtual character automatically controlled by the first terminal. Then, the at least one skill control displayed in the virtual environment screen corresponds to a skill possessed by the first virtual character.
[0065] In this embodiment, the example is taken where the first virtual character is the controlling virtual character. That is, at least one skill control displayed in the virtual environment screen corresponds to a skill possessed by the first virtual character.
[0066] In some embodiments, the number of at least one skill control displayed in the virtual environment screen is less than or equal to the number of skills possessed by the first virtual character. For example, suppose the first virtual character has 5 first skills, but the virtual environment screen may only display 4 skill controls corresponding to 4 of the first skills, and the remaining first skill has no corresponding skill control.
[0067] In some embodiments, at least one skill control displayed in the virtual environment screen corresponds one-to-one with a skill possessed by the first virtual character. For example, suppose the virtual environment screen displays two skill controls, including skill control 1 and skill control 2. Then skill control 1 corresponds to the first skill 1, and skill control 2 corresponds to the first skill 2. The first skill 1 and the first skill 2 are different skills.
[0068] Step 240: In response to the first virtual character's first fighting ability satisfying the termination condition of ending the second virtual character's health, display the first virtual character's finishing move control.
[0069] In some embodiments, the first virtual character's first fighting ability satisfies the termination condition of ending the second virtual character's health. This can also be understood as the first virtual character possessing a first fighting ability capable of ending the second virtual character's health. That is, in response to the first virtual character possessing a first fighting ability capable of ending the second virtual character's health, the first virtual character's finishing move control is displayed.
[0070] In some embodiments, the finishing move control is displayed in the virtual environment screen. For example, such as... Figure 3 As shown, in response to the first fighting ability of the first virtual character 12 satisfying the termination condition of the second virtual character 13's life value, the finishing skill control 14 of the first virtual character 12 is displayed on the virtual environment screen 13.
[0071] In some embodiments, for any virtual character in a fighting state, the fighting ability of that virtual character changes during the fighting process. Optionally, the fighting ability of the virtual character may change from strong to weak, or vice versa.
[0072] In some embodiments, the trends in the fighting abilities of each virtual character may be the same or different. For example, assuming that the first fighting ability of the first virtual character increases from weak to strong, and the second fighting ability of the second virtual character also increases from weak to strong, then the trends in the first and second fighting abilities of the first and second virtual characters are the same. Conversely, assuming that the first fighting ability of the first virtual character decreases from strong to weak, and the second fighting ability of the second virtual character also increases from weak to strong, then the trends in the first and second fighting abilities of the first and second virtual characters are different.
[0073] It's also important to understand that the changing trend of each virtual character's fighting ability may be dynamic. For example, the first virtual character's primary fighting ability might go from weak to strong and then back to weak.
[0074] In some embodiments, for any virtual character in a virtual environment, the fighting ability of the virtual character is determined based on at least one of the following:
[0075] • The virtual character's health points;
[0076] • The hit rate of virtual characters during combat;
[0077] • The damage dealt by a virtual character during combat;
[0078] • The skill status of at least one skill possessed by the virtual character.
[0079] In some embodiments, a virtual character's fighting ability is determined based on the virtual character's health points. Optionally, a virtual character's fighting ability is directly proportional to its health points. Higher health points indicate stronger fighting ability, while lower health points indicate weaker fighting ability.
[0080] In some embodiments, a virtual character's combat ability is determined based on its hit rate during combat. This hit rate includes a first hit rate for normal attacks and / or a second hit rate for skill attacks. The first hit rate is determined based on the ratio of the number of hits to the number of normal attacks during combat. The second hit rate is determined based on the ratio of the number of hits to the number of skill uses during combat.
[0081] Optionally, a virtual character's fighting ability is directly proportional to its hit rate during combat. A higher hit rate indicates stronger fighting ability, while a lower hit rate indicates weaker fighting ability.
[0082] In some embodiments, a virtual character's fighting ability is determined based on the damage value inflicted by the virtual character during combat. Optionally, a virtual character's fighting ability is directly proportional to the damage value inflicted by the virtual character during combat. A higher damage value inflicted by the virtual character during combat indicates stronger fighting ability; conversely, a lower damage value inflicted by the virtual character indicates weaker fighting ability.
[0083] In some embodiments, a virtual character's combat ability is determined based on the skill status of at least one skill possessed by the virtual character. The skill status includes a releaseable state and a cooldown state. A releaseable state refers to a state where the skill is not prohibited from use. A cooldown state refers to a state where the skill is on cooldown; the skill cannot be used during the cooldown period, and it returns to the releaseable state after the cooldown ends. Generally, the skill status can switch between the releaseable state and the cooldown state.
[0084] Optionally, a virtual character's fighting ability is proportional to a first ratio. The first ratio is the ratio of the number of skills a virtual character possesses that are currently available for use to the total number of skills the virtual character possesses. For example, assuming a virtual character has 5 skills, 3 of which are currently available for use, then the first ratio = 3 / 5. A larger first ratio reflects a greater number of available skills, indicating stronger fighting ability; a smaller first ratio reflects a smaller number of available skills, indicating weaker fighting ability.
[0085] Optionally, a virtual character's fighting ability is inversely proportional to a second ratio. The second ratio is the ratio of the number of skills a virtual character possesses that are currently on cooldown to the total number of skills the virtual character possesses. For example, assuming a virtual character has 5 skills, 2 of which are on cooldown, then the second ratio = 2 / 5. A larger second ratio reflects a smaller number of skills the virtual character can use, indicating weaker fighting ability; a smaller second ratio reflects a larger number of skills the virtual character can use, indicating stronger fighting ability.
[0086] In some embodiments, the finishing move control of the first virtual character is displayed on the virtual environment screen for a second duration. In response to the first virtual character's first fighting ability satisfying the termination condition for ending the second virtual character's health, the finishing move control of the first virtual character is displayed for the second duration.
[0087] In some embodiments, when a finishing move control is displayed on the virtual environment screen, in response to the first virtual character's first fighting ability satisfying the termination condition of ending the second virtual character's health, the remaining display duration of the finishing move control is updated to the second duration.
[0088] In summary, the method provided in this embodiment displays the finishing move control of the first virtual character in the virtual environment screen when the first virtual character's first fighting ability meets the finishing condition of ending the second virtual character's life points. This allows users to strategically choose whether to use the finishing move by directly operating the finishing move control during gameplay, which can improve the efficiency of human-computer interaction to a certain extent. Users no longer need to trigger the release of the finishing move after multiple touch points on the touch screen of the touch terminal device; instead, they can directly release the finishing move by triggering the finishing move control of the first virtual character with a single click. Furthermore, the finishing move control is not continuously displayed; it is not displayed when the finishing condition is not met, but only when it is met, thus achieving dynamic display of the finishing move control in the virtual environment screen. This ensures that the finishing move control only occupies part of the display space in the virtual environment screen when the finishing condition is met, and does not occupy the display space in the virtual environment screen when the finishing condition is not met, thereby reducing interference with the virtual environment screen. By restricting the display of the finishing move control to the first virtual character only when the first virtual character's first fighting ability meets the finishing condition, the first virtual character can choose whether to release the finishing move. This helps to control the pace of the battle, thereby increasing the player's sense of participation in the battle game. It can also further help to improve the strategic depth of the battle game, adding new points of competition and thus improving the balance of the battle game.
[0089] In some embodiments, as described above Figure 3 Based on the illustrated embodiment, step 240 above can be replaced with the following sub-steps:
[0090] Step 241: In response to the fact that n out of m first skills are available for release, and the second virtual character's health is less than or equal to the health threshold, display the first virtual character's ultimate skill control.
[0091] In some embodiments, the m first skills are the skills possessed by the first virtual character. The value of m is a positive integer.
[0092] In some embodiments, the m first skills are all the first skills possessed by the first virtual character, or the m first skills are a subset of the first skills possessed by the first virtual character.
[0093] In some embodiments, m first skills are the first skills with skill controls among all the first skills possessed by the first virtual character. For example, suppose the first virtual character has 3 first skills, including first skill 1, first skill 2, and first skill 3. Among them, first skill 1 has first skill control 1, first skill 2 has first skill control 2, and first skill 3 does not have a corresponding first skill control, then m = 2.
[0094] In some embodiments, at least one first skill control is displayed in the virtual environment screen. The number of the at least one first skill control is less than or equal to the total number of first skills possessed by the first virtual character. For example, suppose the first virtual character has 5 first skills, but the virtual environment screen may only display 4 first skill controls corresponding to 4 of the first skills, and the remaining first skill has no corresponding first skill control.
[0095] In some embodiments, at least one first skill control displayed in the virtual environment screen corresponds one-to-one with a first skill. For example, suppose the virtual environment screen displays two skill controls, including skill control 1 and skill control 2. Then skill control 1 corresponds to first skill 1, and skill control 2 corresponds to first skill 2. First skill 1 and first skill 2 are different skills.
[0096] In some embodiments, each first skill of the first virtual character corresponds to a skill state. Skill states include a releaseable state and a cooldown state. A releaseable state refers to a state where the skill is not prohibited from use. Alternatively, it can be understood as a releaseable state where the skill is not on cooldown. Or, it can be understood as a releaseable state where the first virtual character still has the ability / energy / skill points to release the first skill. Alternatively, it can be understood as a releaseable state where the first skill is not prohibited from use, and / or, the first skill is not on cooldown, and / or, the first virtual character still has the ability / energy / skill points to release the first skill. A cooldown state refers to a state where the skill is prohibited from use. Generally, skill states can switch between releaseable and cooldown states.
[0097] In some embodiments, if n out of m first skills are available for use, and the second virtual character's health is less than or equal to a health threshold, then the first virtual character's first fighting ability is considered to satisfy the termination condition for ending the second virtual character's health. Alternatively, if n out of m first skills are available for use, and the second virtual character's health is less than or equal to a health threshold, then the first virtual character is considered to possess a first fighting ability capable of ending the second virtual character's health. The value of n is a positive integer less than or equal to m.
[0098] In some embodiments, the ratio of n to m is greater than or equal to a first ratio threshold. The first ratio threshold is the minimum acceptable ratio of n to m that indicates a strong first fighting ability of the first virtual character. When the ratio of n to m is greater than or equal to the first ratio threshold, it reflects that the first virtual character has a large number of first skills that can be released, thus reflecting a strong first fighting ability of the first virtual character.
[0099] In some embodiments, the health threshold is used to indicate the maximum health a finishing move can reduce to that of a second virtual character. If the second virtual character's health is less than or equal to the health threshold, this reflects that the finishing move can reduce the second virtual character's health if it is successfully executed.
[0100] In some embodiments, in addition to meeting the above conditions, the distance between the first virtual character and the second virtual character must also be less than or equal to a distance threshold. This distance threshold is used to indicate the maximum attack radius corresponding to the first virtual character. That is, when the second virtual character is within the maximum attack radius of the first virtual character, the finishing move control of the first virtual character is displayed, making it more meaningful for the first virtual character to release the finishing move to end the second virtual character's life. Specifically, step 241 above can also be replaced by the following sub-steps:
[0101] Step 2411: In response to all of the m first skills being available for release, the second virtual character's health being less than or equal to a health threshold, and the second virtual character being within the attack range of the first virtual character, display the first virtual character's finishing skill control.
[0102] In some embodiments, when the second virtual character is within the attack range of the first virtual character, it reflects that the first virtual character can attack the second virtual character.
[0103] Optionally, this is limited to the moment before the display of the first virtual character's finishing move control, where the second virtual character is within the first virtual character's attack range. That is, if the first terminal detects that the second virtual character is within the first virtual character's attack range before displaying the first virtual character's finishing move control, then the first virtual character's finishing move control is displayed. Whether the second virtual character remains within the first virtual character's attack range subsequently does not affect the display of the finishing move control.
[0104] For example, such as Figure 4 As shown, in response to all first skills corresponding to all first skill controls 15 being in a releaseable state, the second virtual character 13 having a health value less than or equal to a health value threshold, and the second virtual character 13 being within the attack range 16 of the first virtual character 12, the finishing skill control 14 of the first virtual character 12 is displayed.
[0105] In summary, the method provided in this embodiment displays the finishing skill control of the first virtual character in the virtual environment screen in response to certain conditions, so that users can strategically choose whether to use the finishing skill by operating the finishing skill control during the game.
[0106] Generally, each skill has a corresponding cooldown time when it is on cooldown. Different skills may have the same or different cooldown times. For example, skill 1 has a cooldown time of 12 seconds, skill 2 has a cooldown time of 15 seconds, and skill 3 has a cooldown time of 12 seconds. By restricting the display of the first virtual character's ultimate skill control only when the first skill's skill status meets certain conditions, the cooldown time of skills during the cooldown period can be effectively utilized, thereby avoiding the high-frequency display of the ultimate skill control.
[0107] Furthermore, due to the unique nature of the finishing abilities corresponding to finishing skills, limiting the second virtual character's health to less than or equal to a health threshold and / or the second virtual character's attack range to the first virtual character can improve the game's playability.
[0108] It should be noted that, on the one hand, the method provided in this application embodiment, by displaying the finishing skill control of the first virtual character under certain conditions, enables the first virtual character to release the finishing skill by one-click touch of the finishing skill control when in a fighting state.
[0109] On the other hand, since a finishing move is a special skill that can end the opponent's virtual character's life, there is a possibility that after the first virtual character releases a finishing move through the finishing move control, it will directly end the opponent's virtual character's life, causing the game to end immediately. Therefore, although the method provided in this application embodiment can provide a finishing move control, it is also desirable to limit the display frequency of the finishing move control to ensure the balance and stability of the fighting process.
[0110] In general, virtual characters in combat games typically use at least one skill to attack, meaning that at least one of the virtual character's skills is on cooldown. In this embodiment, when at least one of the virtual character's skills is on cooldown, the virtual character needs to wait for at least a certain period of cooldown time to end. During this waiting period, the virtual character cannot trigger the display of the finishing move control, thereby limiting the display frequency of the finishing move control.
[0111] In some embodiments, as described above Figure 3 Based on the illustrated embodiment, step 240 above can also be replaced by the following sub-steps:
[0112] Step 242: In response to the first virtual character's first fighting ability being greater than the second virtual character's second fighting ability, and the second virtual character's health being less than or equal to the health threshold, display the first virtual character's finishing move control.
[0113] In some embodiments, the fighting ability of the first virtual character is determined based on at least one of the following:
[0114] • The first virtual character's health points;
[0115] • The hit rate of the first virtual character during combat;
[0116] • The damage dealt by the first virtual character during combat;
[0117] • The skill status of at least one skill possessed by the first virtual character.
[0118] In some embodiments, the fighting ability of the first virtual character is determined based on the first virtual character's health points. Optionally, the fighting ability of the first virtual character is directly proportional to the first virtual character's health points. A higher health point indicates a stronger fighting ability, while a lower health point indicates a weaker fighting ability.
[0119] In some embodiments, the fighting ability of the first virtual character is determined based on the hit rate of the first virtual character during combat. Optionally, the fighting ability of the first virtual character is directly proportional to the hit rate of the first virtual character during combat. A higher hit rate of the first virtual character during combat reflects a stronger fighting ability; a lower hit rate of the first virtual character during combat reflects a weaker fighting ability.
[0120] In some embodiments, the fighting ability of the first virtual character is determined based on the damage value inflicted by the first virtual character during combat. Optionally, the fighting ability of the first virtual character is directly proportional to the damage value inflicted by the first virtual character during combat. A higher damage value inflicted by the first virtual character during combat indicates a stronger fighting ability; a lower damage value inflicted by the first virtual character indicates a weaker fighting ability.
[0121] In some embodiments, the combat ability of a first virtual character is determined based on the skill state of at least one first skill possessed by the first virtual character. The skill state includes a releaseable state and a cooldown state. A releaseable state refers to a state where the skill is not prohibited from use. Alternatively, it can be understood as a releaseable state where the skill is not in a cooldown state. Or, it can be understood as a releaseable state where the first virtual character still has the ability / energy / skill points to release the first skill. Or, it can be understood as a releaseable state where the first skill is not prohibited from use, and / or, the first skill is not in a cooldown state, and / or, the first virtual character still has the ability / energy / skill points to release the first skill. A cooldown state refers to a state where the skill is prohibited from use. Generally, the skill state can switch between a releaseable state and a cooldown state.
[0122] Optionally, the fighting ability of the first virtual character is proportional to the ratio 1. The ratio 1 is the ratio of the number of first skills that the first virtual character possesses that are currently available for use to the total number of first skills the first virtual character possesses. For example, assuming the first virtual character has 5 first skills, of which 3 are currently available for use, then the ratio 1 = 3 / 5. A larger ratio 1 reflects a larger number of available first skills, indicating stronger fighting ability for the first virtual character; a smaller ratio 1 reflects a smaller number of available first skills, indicating weaker fighting ability for the first virtual character.
[0123] Optionally, the fighting ability of the first virtual character is inversely proportional to the ratio 2. The ratio 2 is the ratio of the number of first skills currently on cooldown that the first virtual character possesses to the total number of first skills the first virtual character possesses. For example, assuming the first virtual character has 5 first skills, of which 2 are on cooldown, then the ratio 2 = 2 / 5. A larger ratio 2 indicates fewer first skills that the first virtual character can use, thus indicating weaker fighting ability; a smaller ratio 2 indicates more first skills that the first virtual character can use, thus indicating stronger fighting ability.
[0124] In some embodiments, the fighting ability of the second virtual character is determined based on at least one of the following:
[0125] • The health points of the second virtual character;
[0126] • The hit rate of the second virtual character during combat;
[0127] • The damage dealt by the second virtual character during combat;
[0128] • The skill status of at least one skill possessed by the second virtual character.
[0129] In some embodiments, the fighting ability of the second virtual character is determined based on the second virtual character's health points. Optionally, the fighting ability of the second virtual character is directly proportional to the second virtual character's health points. A higher health point indicates a stronger fighting ability, while a lower health point indicates a weaker fighting ability.
[0130] In some embodiments, the fighting ability of the second virtual character is determined based on the hit rate of the second virtual character during combat. Optionally, the fighting ability of the second virtual character is directly proportional to the hit rate of the second virtual character during combat. A higher hit rate of the second virtual character during combat reflects a stronger fighting ability; a lower hit rate of the second virtual character during combat reflects a weaker fighting ability.
[0131] In some embodiments, the fighting ability of the second virtual character is determined based on the damage value inflicted by the second virtual character during combat. Optionally, the fighting ability of the second virtual character is directly proportional to the damage value inflicted by the second virtual character during combat. A higher damage value inflicted by the second virtual character during combat reflects a stronger fighting ability; a lower damage value inflicted by the second virtual character during combat reflects a weaker fighting ability.
[0132] In some embodiments, the combat ability of the second virtual character is determined based on the skill status of at least one second skill possessed by the second virtual character. The skill status includes a releaseable state and a cooldown state. A releaseable state refers to a state where the skill is not prohibited from use. Alternatively, it can be understood as a releaseable state where the skill is not in a cooldown state. Or, it can be understood as a releaseable state where the first virtual character still has the ability / energy / skill points to release the first skill. Alternatively, it can be understood as a releaseable state where the first skill is not prohibited from use, and / or, the first skill is not in a cooldown state, and / or, the first virtual character still has the ability / energy / skill points to release the first skill. A cooldown state refers to a state where the skill is prohibited from use. Generally, the skill status can switch between a releaseable state and a cooldown state.
[0133] Optionally, the fighting ability of the second virtual character is proportional to the ratio 3. The ratio 3 is the ratio of the number of second skills that the second virtual character possesses that are currently available for use to the total number of all second skills the second virtual character possesses. For example, assuming the second virtual character has 5 second skills, of which 3 are currently available for use, then the ratio 3 = 3 / 5. A larger ratio 3 reflects a larger number of available second skills, indicating stronger fighting ability for the second virtual character; a smaller ratio 3 reflects a smaller number of available second skills, indicating weaker fighting ability for the second virtual character.
[0134] Optionally, the fighting ability of the second virtual character is inversely proportional to the ratio 4. The ratio 4 is the ratio of the number of second skills the second virtual character possesses that are currently on cooldown to the total number of second skills the second virtual character has. For example, assuming the second virtual character has 5 second skills, of which 2 are on cooldown, then the ratio 4 = 2 / 5. A larger ratio 4 reflects a smaller number of second skills that the second virtual character can use, indicating weaker fighting ability; a smaller ratio 4 reflects a larger number of second skills that the second virtual character can use, indicating stronger fighting ability.
[0135] In some embodiments, if the first fighting ability of the first virtual character is greater than the second fighting ability of the second virtual character, and the health of the second virtual character is less than or equal to the health threshold, the first fighting ability of the first virtual character is considered to satisfy the termination condition for ending the health of the second virtual character.
[0136] In some embodiments, the first virtual character's first fighting ability is greater than the second virtual character's second fighting ability, including at least one of the following:
[0137] The first virtual character's health points are greater than the second virtual character's health points;
[0138] • The first virtual character's health is greater than the second virtual character's health, and the difference between the health of the first virtual character and the health of the second virtual character is greater than the difference threshold.
[0139] • Of the m primary skills, n are available for use; of the j secondary skills, k are available for use; n is greater than or equal to k; the m primary skills are skills possessed by the first virtual character; and the j secondary skills are skills possessed by the second virtual character.
[0140] • The first hit rate of the first virtual character during the fighting process is greater than or equal to the second hit rate of the second virtual character during the fighting process;
[0141] • The first damage value caused by the first virtual character during the fight is greater than or equal to the second damage value caused by the second virtual character during the fight.
[0142] In some embodiments, when the health of the first virtual character is greater than that of the second virtual character, it reflects that the first virtual character has more health remaining to withstand damage compared to the second virtual character.
[0143] In some embodiments, when the health points of the first virtual character are greater than those of the second virtual character, the difference between their health points is greater than a difference threshold. This difference threshold indicates the minimum value of the gap between the health points of the first and second virtual characters. That is, the health points of the first virtual character are preferably significantly greater than those of the second virtual character. This reflects that the first virtual character has sufficient health points to finish off the second virtual character.
[0144] In some embodiments, the first virtual character has n first skills in a releaseable state, and the second virtual character has k second skills in a releaseable state, where n is greater than or equal to k. That is, the first virtual character has a larger number of skills in a releaseable state. Here, m is a positive integer, n is a positive integer less than or equal to m, j is a positive integer, and k is a positive integer less than or equal to j.
[0145] In summary, the method provided in this embodiment displays the finishing move control of the first virtual character when the first virtual character's first fighting ability is greater than the second virtual character's second fighting ability, and the second virtual character's health is less than or equal to a health threshold. Since each virtual character's fighting ability changes dynamically during combat, the finishing move control of the first virtual character can also be displayed dynamically.
[0146] In some embodiments, finishing moves are pre-set and correspond one-to-one with virtual characters. For example, a first virtual character corresponds to a first finishing move, and a second virtual character corresponds to a second finishing move. In this embodiment, in response to the first virtual character's first fighting ability satisfying the termination condition of ending the second virtual character's health, the displayed finishing move control of the first virtual character is used to trigger the release of the first virtual character's first finishing move.
[0147] In some embodiments, the finishing skill is determined dynamically.
[0148] In some embodiments, the finishing move is obtained by randomly combining the skills possessed by the virtual character. For example, assuming the first virtual character possesses first skill 1, first skill 2, and first skill 3, then the first finishing move of the first virtual character is obtained by randomly combining first skill 1, first skill 2, and first skill 3. Optionally, if the first virtual character possesses at least one first skill, the first finishing move is obtained by randomly combining at least one of the first virtual character's first skills. For example, the first finishing move is a combination skill corresponding to first skill 1 and first skill 2. Or, the first finishing move is a combination skill corresponding to first skill 1 and first skill 3.
[0149] In some embodiments, the finishing move is obtained by randomly combining the virtual character's skills that are in a releaseable state. Optionally, the finishing move is obtained by randomly combining the virtual character's skills that are in a releaseable state at the moment of its termination. The moment of termination refers to the time when the finishing move control is triggered, or the time when the finishing move is released. For example, suppose the first virtual character has a first skill 1, a first skill 2, a first skill 3, and a first skill 4. The skills that the first virtual character has at the moment of termination that trigger the releaseable state include first skill 1, first skill 2, and first skill 3, and first skill 4 is in a cooldown state at the moment of termination. Then the first virtual character's first finishing move is obtained by randomly combining first skill 1, first skill 2, and first skill 3. Optionally, if the first virtual character has at least one releaseable first skill at the moment of termination, the first finishing move is obtained by randomly combining at least one releaseable first skill of the first virtual character. A releaseable first skill refers to a first skill that is in a releaseable state.
[0150] In some embodiments, the ultimate skill is determined based on at least one skill type among the skills possessed by the virtual character. At least one skill type includes at least one of active skills, status skills, and passive skills. It should be noted that skill types can also be classified from other perspectives, and this application embodiment does not limit this.
[0151] For example, suppose a first virtual character possesses first skill 1, first skill 2, first skill 3, and first skill 4, where first skill 1 and first skill 2 belong to a first skill type, and first skill 3 and first skill 4 belong to a second skill type. Then, the first ultimate skill of the first virtual character is determined based on at least one skill of a first skill type and / or at least one skill of a second skill type. For instance, the first ultimate skill of the first virtual character is determined based on first skill 1 and first skill 3. Optionally, if the first virtual character possesses first skills of at least one skill type, the first ultimate skill is obtained by randomly combining the first skills of at least one skill type of the first virtual character.
[0152] In some embodiments, the finishing move is randomly generated based on a skill generation model. Optionally, the finishing move is randomly generated based on the skill generation model at the finishing moment. The finishing moment refers to the moment when the finishing move control is triggered, or the moment when the finishing move is released. The skill generation model is an AI model. The skill generation model is pre-trained. The skill generation model is trained using a sample training set, which includes sample finishing moves. The model parameters in the skill generation model are trained using the sample training set. After multiple training iterations, such as training with 10,000 samples or when the model converges, a trained skill generation model capable of generating finishing moves is obtained.
[0153] Optionally, the first finishing move of the first virtual character is randomly generated by a skill generation model. Alternatively, the first finishing move of the first virtual character is randomly generated by a skill generation model based on at least one of the first virtual character's position, orientation, action, and survival status at the moment of finishing.
[0154] Figure 5 This is a schematic diagram of a method for displaying a skill control provided in an exemplary embodiment of this application. In this embodiment, the method is described by... Figure 1 The method is illustrated using the first terminal 120 as an example. The method includes:
[0155] Step 320: In response to the release operation of the finishing skill control, display the skill release animation corresponding to the finishing skill.
[0156] In some embodiments, the release operation for the final skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation for the final skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0157] In some embodiments, the display method of the skill release animation is preset, or the display method of the skill release animation is adjustable. In some embodiments, the skill release animation is displayed in a way that overlays the entire virtual environment screen. In some embodiments, the skill release animation is displayed as a floating layer.
[0158] In some embodiments, the display duration of the skill release animation on the virtual environment screen is a first duration. In response to a release operation on the final skill control, the skill release animation corresponding to the final skill is displayed within the first duration. The first duration refers to the continuous display duration of the skill release animation; that is, the skill release animation is continuously displayed within the first duration.
[0159] In some embodiments, the finishing move may or may not be effective on the second virtual character during the first duration. That is, in response to a release operation on the finishing move control, a skill release animation corresponding to the finishing move will be displayed on the virtual environment screen, and the first virtual character will release the finishing move to the second virtual character, but the finishing move released by the first virtual character will not necessarily be effective on the second virtual character.
[0160] In some embodiments, in response to a release operation of the finishing move control, if the second virtual character is not within the attack range of the first virtual character, the finishing move will not affect the second virtual character. In some embodiments, in response to a release operation of the finishing move control, if the distance between the first and second virtual characters is greater than a distance threshold, the finishing move will not affect the second virtual character.
[0161] In some embodiments, in response to a release operation on the final skill control, if the final skill does not hit the second virtual character, the final skill has no effect on the second virtual character. In some embodiments, in response to a release operation on the final skill control, and if the final skill hits the second virtual character, the final skill has an effect on the second virtual character.
[0162] In cases where the finishing move may or may not work on the second virtual character, the above methods also include:
[0163] Step 340: During the initial time period of the first duration, in response to the second virtual character releasing an escape skill, control the finishing skill to be ineffective against the second virtual character.
[0164] In some embodiments, the start time period of the first duration can be understood as the time period from the first frame to the i-th frame of the skill release animation, where i is an integer greater than or equal to 1.
[0165] In some embodiments, each virtual character possesses an escape skill before acquiring a finishing move. For example, the second virtual character possesses an escape skill before the finishing move control of the first virtual character is displayed, i.e., before the first virtual character acquires a finishing move.
[0166] In some embodiments, the second virtual character acquires the escape skill only after the first virtual character's finishing move control is displayed, i.e., after the first virtual character possesses the finishing move. It is understood that the first virtual character acquiring the finishing move and the second virtual character acquiring the escape skill occur simultaneously.
[0167] In some embodiments, the escape skill is used to disable all skills released by the opponent's virtual character. Alternatively, the escape skill is used to disable the opponent's finishing move. For example, if the second virtual character releases the escape skill, the finishing move released by the first virtual character will not affect the second virtual character.
[0168] In some embodiments, the escape skill of the second virtual character is automatically triggered. For example, when the first virtual character uses a finishing move on the second virtual character, the second virtual character will directly trigger and release its escape skill. If the second virtual character's escape skill is automatically triggered, then the second virtual character will definitely release its escape skill during the initial period of the first duration; that is, the finishing move will definitely not be effective against the second virtual character during the initial period of the first duration.
[0169] In some embodiments, the escape skill of the second virtual character is triggered by a corresponding escape skill control. The user can trigger the second virtual character to release the escape skill by performing a release operation on the escape skill control. In some embodiments, the release operation on the escape skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on the escape skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.
[0170] When the second virtual character's escape skill is triggered through the corresponding escape skill control, the user can selectively trigger and release the escape skill or not. If the second virtual character releases the escape skill, the first virtual character's finishing move will not be effective against the second virtual character; if the second virtual character does not release the escape skill, the first virtual character's finishing move will not be ineffective against the second virtual character simply because the second virtual character possesses an escape skill.
[0171] In some embodiments, step 340 is performed after step 320.
[0172] In some embodiments, if the escape skill of the second virtual character becomes ineffective after the start time period of the first duration mentioned above has ended, then the method further includes:
[0173] Step 360: After the start time period ends, in response to the grab operation targeting the second virtual character, if the grab of the second virtual character is successful, control the finishing move to take effect on the second virtual character; or, if the grab of the second virtual character fails, keep the finishing move from taking effect on the second virtual character.
[0174] In some embodiments, the escape skill of the second virtual character is effective during the initial period of the first duration, and becomes ineffective after the initial period ends but before the first duration ends. However, the finishing move of the first virtual character is only ineffective against the second virtual character during the initial period of the first duration, but remains effective during that period. Furthermore, the finishing move of the first virtual character remains effective after the initial period ends but before the first duration ends.
[0175] In some embodiments, the finishing move of the first virtual character automatically applies to the second virtual character. For example, if the second virtual character is within the attack range of the first virtual character, and the first virtual character uses its finishing move, the finishing move will automatically apply to the second virtual character.
[0176] In some embodiments, the finishing move of the first virtual character will only take effect on the second virtual character if certain conditions are met. For example, the finishing move will only take effect on the second virtual character if the first virtual character hits the second virtual character. If the conditions are not met, the finishing move will not take effect on the second virtual character.
[0177] In some embodiments, the grasping operation for the second virtual character includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the grasping operation for the second virtual character includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.
[0178] In some embodiments, step 360 is performed after step 340.
[0179] In summary, the method provided in this embodiment displays the process of the first virtual character releasing the final skill on the virtual environment screen by showing the skill release animation corresponding to the final skill.
[0180] By allowing the second virtual character to use an escape skill, the second virtual character can also escape even if the first virtual character uses a finishing move, instead of necessarily being finished off by the first virtual character. This increases the playability of the fighting process.
[0181] Figure 6 This is a schematic diagram of a method for displaying a skill control provided in an exemplary embodiment of this application. In this embodiment, the method is described by... Figure 1 The above method is illustrated using the first terminal 120 as an example. When the virtual environment screen displays the final skill control of the first virtual character, the method further includes:
[0182] Step 261: In response to the release operation of the finishing move control, hide the finishing move control.
[0183] In some embodiments, the release operation for the final skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation for the final skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0184] In some embodiments, the display duration of the final skill control of the first virtual character on the virtual environment screen is a second duration. Therefore, the release operation for the final skill control needs to be performed within this second duration.
[0185] In some embodiments, in response to a release operation on the finishing skill control, the display of the finishing skill control of the first virtual character in the virtual environment screen is canceled.
[0186] Step 262: In response to the release operation of the finishing skill control, switch the display state of the finishing skill control from the first display state to the second display state.
[0187] In some embodiments, the first display state and the second display state are two display states corresponding to the finishing skill control. Optionally, the first display state is used to indicate that the finishing skill control of the first virtual character is in a triggerable state, and the second display state is used to indicate that the finishing skill control of the first virtual character is in a cooldown state.
[0188] In some embodiments, in response to a release operation on the finishing skill control, the finishing skill control is switched from a triggerable state to a cooldown state. Furthermore, the finishing skill control needs to switch from the cooldown state to the triggerable state the next time the first combat ability of the first virtual character satisfies the termination condition of ending the second virtual character's health.
[0189] In other words, the finishing skill control of the first virtual character in this embodiment is a one-time use skill. After releasing the finishing skill based on the finishing skill control, the finishing skill becomes invalid and needs to be obtained again when the display conditions of the finishing skill control are met again.
[0190] Figure 7 This is a schematic diagram of a method for displaying a skill control provided in an exemplary embodiment of this application. In this embodiment, the method is described by... Figure 1 The following explanation uses the execution of the first terminal 120 as an example. The above step, displaying the final skill control of the first virtual character, can be replaced by the following sub-step:
[0191] Step 420: Display the animation showing the appearance of the finishing move control.
[0192] In some embodiments, the appearance animation is used to indicate that the first virtual character currently supports the release of a finishing move.
[0193] In some embodiments, the display mode of the appearance animation is preset, or the display mode of the appearance animation is adjustable.
[0194] In some embodiments, an animation is displayed showing the final skill control appearing as it grows larger. For example, such as... Figure 8 As shown.
[0195] In some embodiments, the finishing move control is displayed at a fixed location in the virtual environment screen. For example, the finishing move control is displayed in the blank space above the first skill.
[0196] In some embodiments, the finishing move control is dynamically determined based on the blank space in the virtual environment screen. In some embodiments, as the combat between the first and second virtual characters progresses, the virtual elements displayed in the virtual environment screen also change, so the blank space in the virtual environment screen is not fixed. Figure 9 As shown, the above step of displaying the ultimate skill control of the first virtual character can be replaced by the following sub-steps:
[0197] Step 520: Display the finishing move control of the first virtual character at the target location in the virtual environment screen.
[0198] In some embodiments, the target location is dynamically determined based on empty space in the virtual environment. The target location is selected to avoid obscuring other virtual elements in the virtual environment.
[0199] In some embodiments, the virtual environment screen includes at least one blank space. This at least one blank space is discontinuous. For example, such as... Figure 10 As shown, the virtual environment screen 11 includes a first blank space 21, a second blank space 22, and a third blank space 23. It should be understood that the blank spaces mentioned in this embodiment specifically refer to positions in the virtual environment screen where no virtual elements are displayed. Figure 10 The example only uses the first blank position 21, the second blank position 22, and the third blank position 23, and does not mean that there are no other blank positions.
[0200] In summary, the method provided in this embodiment, by dynamically displaying the final skill control, helps to increase the fun of the game.
[0201] In some embodiments, the skill control display method provided in this application is the underlying support for virtual characters to trigger the display of additional skill controls under specific conditions. Figure 11 This is a schematic diagram of a method for displaying a skill control provided in an exemplary embodiment of this application. In this embodiment, the method is described by... Figure 1 The above method is illustrated using the first terminal 120 as an example. The method also includes:
[0202] Step 620: In response to the first virtual character meeting the additional skill display conditions, display the additional skill controls for the first virtual character.
[0203] In some embodiments, the first virtual character possesses at least one first skill, which is a permanent skill of the first virtual character. For example, such as... Figure 12 As shown, the first virtual character 12 has at least one permanent skill 31.
[0204] In some embodiments, the additional skill control is used to trigger the first virtual character to release additional skills other than the first skill.
[0205] In some embodiments, the additional skill controls are triggered to appear based on additional skill display conditions. When the first virtual character triggers an additional skill display condition, the additional skill controls are displayed on the virtual environment screen.
[0206] In some embodiments, additional skill display conditions include at least one of the following:
[0207] Condition 1: The virtual character moves onto the skill's target;
[0208] Condition 2: The cumulative number of times the virtual character hits the opponent's skill mark meets the mark count threshold.
[0209] Regarding condition one:
[0210] In some embodiments, such as Figure 13 As shown, step 620 above can also be replaced by the following sub-steps:
[0211] Step 621: In response to the first virtual character releasing the first skill, display the skill release item of the first skill;
[0212] In some embodiments, in response to a first virtual character releasing a first skill, the skill release item of the first skill is displayed on the virtual environment screen.
[0213] In some embodiments, at least one first skill control is displayed in the virtual environment screen. The number of the at least one first skill control is less than or equal to the total number of first skills possessed by the first virtual character. For example, suppose the first virtual character has 5 first skills, but the virtual environment screen may only display 4 first skill controls corresponding to 4 of the first skills, and the remaining first skill has no corresponding first skill control.
[0214] In some embodiments, at least one first skill control displayed in the virtual environment screen corresponds one-to-one with a first skill. For example, suppose the virtual environment screen displays two skill controls, including skill control 1 and skill control 2. Then skill control 1 corresponds to first skill 1, and skill control 2 corresponds to first skill 2. First skill 1 and first skill 2 are different skills.
[0215] In some embodiments, in response to a release operation on at least one first skill control, the skill object released by the first skill is displayed on the virtual environment screen. In some embodiments, the release operation on at least one first skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on at least one first skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should be able to understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0216] For example, such as Figure 12 As shown, in response to a release operation for at least one permanent skill control, the skill release object 32 corresponding to the permanent skill 31 is displayed on the virtual environment screen 11.
[0217] In some embodiments, the display method of the skill release item released by the first skill is preset, or the display method of the skill release item released by the first skill is adjustable.
[0218] In some embodiments, skill release items are in one-to-one correspondence with the skills of virtual characters. For example, assuming the first virtual character has a first skill 1 and a first skill 2, then the first skill 1 corresponds to skill release item 1, and the first skill 2 corresponds to skill release item 2.
[0219] In some embodiments, the relationship between skill release items and virtual character skills is one-to-many. For example, suppose the first virtual character has a first skill 1 and a first skill 2, and both the first skill 1 and the first skill 2 correspond to skill release item 1.
[0220] In some embodiments, the relationship between skill release objects and virtual character skills is many-to-one. For example, suppose a first virtual character possesses a first skill 1, which can correspond to skill release object 1, and can also correspond to skill release object 2. Optionally, in the case of a many-to-one relationship between skill release objects and virtual character skills, different skill release objects corresponding to the same skill may have different forms, display methods, or attributes.
[0221] In some embodiments, the skill projectile released by the first skill is displayed at the skill landing point corresponding to the first skill. In some embodiments, the skill projectile released by the first skill is displayed overlaid on the skill landing point corresponding to the first skill.
[0222] Step 622: In response to the first virtual character moving onto the skill release object, display the additional skill controls for the first virtual character.
[0223] In some embodiments, in response to the first virtual character moving from its current position to the location of the skill release object, additional skill controls for the first virtual character are displayed on the virtual environment screen. That is, when the first virtual character moves from its current position to the location of the skill release object, it is considered that the first virtual character meets the conditions for displaying additional skills, and at this time, additional skill controls for the first virtual character are displayed on the virtual environment screen.
[0224] In some embodiments, a first virtual character releases a first skill at a first position. The skill's landing point is a second position. The skill's projectile is displayed at the landing point corresponding to the first skill. The first and second positions are different display positions. In response to the first virtual character moving from the first position to the second position, additional skill controls for the first virtual character are displayed.
[0225] For example, such as Figure 12 As shown, in response to the first virtual character 12 moving from the position where the first skill is released to the skill release object 32, the additional skill control 33 of the first virtual character 12 is displayed.
[0226] In some embodiments, in response to a release operation on an additional skill control, the first virtual character transitions from a first form to a second form. The first form is the commonly displayed form of the first virtual character, and the second form is consistent with the displayed form of the skill release object. For example, assuming the commonly displayed form of the first virtual character is a virtual humanoid form and the skill release object is a pile of sand, then in response to a release operation on an additional skill control, the first virtual character will transition from the virtual humanoid form to the sand form. Similarly, assuming the commonly displayed form of the first virtual character is a virtual humanoid form and the skill release object is a pile of icicles, then in response to a release operation on an additional skill control, the first virtual character will transition from the virtual humanoid form to the icicles form.
[0227] Regarding condition two:
[0228] In some embodiments, such as Figure 14 As shown, step 620 above can also be replaced by the following sub-steps:
[0229] Step 623: In response to the first virtual character hitting the second virtual character based on the first skill, display the skill icon corresponding to the first skill;
[0230] In some embodiments, in response to a first virtual character releasing a first skill, the first skill may hit the opponent's virtual character, or the first skill may not hit the opponent's virtual character.
[0231] In some embodiments, in response to a release operation on at least one first skill control, a skill marker corresponding to the first skill is displayed on the virtual environment screen. Optionally, the skill marker is displayed at the skill landing point corresponding to the first skill. In some embodiments, the release operation on at least one first skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on at least one first skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should be able to understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0232] In some embodiments, if a first virtual character hits a second virtual character based on a first skill, a skill marker corresponding to the first skill is displayed. Optionally, the skill marker corresponding to the first skill is displayed at the location of the second virtual character.
[0233] For example, such as Figure 15 As shown, in response to a release operation for at least one first skill control, if the first virtual character 12 hits the second virtual character 13 based on the first skill, a skill marker 35 corresponding to the first skill is displayed at the feet of the second virtual character 13.
[0234] In some embodiments, the display method of the skill tag corresponding to the first skill is preset, or the display method of the skill tag corresponding to the first skill is adjustable.
[0235] In some embodiments, skill tags are one-to-one with the skills of a virtual character. For example, assuming the first virtual character has a first skill 1 and a first skill 2, then the first skill 1 corresponds to skill tag 1, and the first skill 2 corresponds to skill tag 2.
[0236] In some embodiments, the skill tag and the virtual character's skills are in a one-to-many relationship. For example, suppose the first virtual character has a first skill 1 and a first skill 2, and both the first skill 1 and the first skill 2 correspond to skill tag 1.
[0237] In some embodiments, the relationship between skill tags and virtual character skills is many-to-one. For example, suppose a first virtual character possesses a first skill 1, which can correspond to skill tag 1, and can also correspond to skill tag 2. Optionally, in the case of a many-to-one relationship between skill tags and virtual character skills, different skill tags corresponding to the same skill may have different forms, display methods, or attributes.
[0238] Step 624: In response to the cumulative number of skill markers being greater than or equal to the marker count threshold, display the additional skill controls for the first virtual character.
[0239] In some embodiments, the number of times a skill marker is displayed can be calculated cumulatively. For example, in response to the first virtual character hitting the second virtual character for the first time using the first skill, the skill marker corresponding to the first skill is displayed once; in response to the first virtual character hitting the second virtual character again using the first skill, the skill marker corresponding to the first skill is displayed twice.
[0240] In some embodiments, additional skill controls for the first virtual character are displayed in response to the cumulative number of times the same skill tag is displayed being greater than or equal to a tag count threshold. In some embodiments, additional skill controls for the first virtual character are displayed in response to the cumulative number of times different skill tags are displayed being greater than or equal to a tag count threshold. The tag count threshold is used to indicate the minimum cumulative number of times a skill tag can be displayed. For example, assuming the tag count threshold is 4 times, if the cumulative number of times a skill tag is displayed reaches 4 times, the first virtual character is considered to meet the additional skill display condition, and the additional skill controls for the first virtual character are then displayed on the virtual environment screen.
[0241] For example, such as Figure 15 As shown, in response to the cumulative number of skill markers 35 being greater than or equal to the marker count threshold, the additional skill control 33 of the first virtual character 12 is displayed.
[0242] In summary, the method provided in this embodiment can increase the playability of the battle game by displaying new skill controls for the first virtual character in the virtual environment screen when the additional skill display conditions are met, and can also help to further improve the user's enthusiasm for participating in the battle game.
[0243] In some embodiments, the method for displaying skill controls proposed in this application can be applied to game scenes. Specifically, the method is... Figure 1The method is illustrated using the first terminal 120 as an example. The method includes:
[0244] Step 2200: Display the game screen;
[0245] In some embodiments, a game screen is displayed for game characters to perform activities, and the game screen includes at least two game characters. Each game character can move freely in the virtual environment. For example, the at least two game characters include a first game character and a second game character.
[0246] In some embodiments, the game screen includes a first game character and a second game character in a fighting state. For example, the first game character and the second game character belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0247] In some embodiments, the first game character and the second game character are controlled by different users on different terminals. For example, the first game character is controlled by a first user on a first terminal, and the second game character is controlled by a second user on a second terminal. In some embodiments, the first game character and the second game character are controlled by the same user on the same terminal. For example, both the first game character and the second game character are controlled by the first user on the first terminal. In some embodiments, the first game character is controlled by the user on the terminal, and the second game character is automatically controlled by the terminal. This embodiment does not limit the scope of the embodiments.
[0248] In some embodiments, the game screen further includes at least one skill control. This at least one skill control corresponds to a skill possessed by the main game character. For example, suppose the game screen includes a first game character and a second game character. The first game character is a main game character controlled by a first user corresponding to a first terminal, and the second game character is a game character controlled by another user corresponding to another terminal, or the second game character is a game character automatically controlled by the first terminal. Then, the at least one skill control displayed on the game screen corresponds to a skill possessed by the first game character.
[0249] In this embodiment, the example is taken where the first game character is the main control game character. That is, at least one skill control displayed on the game screen corresponds to a skill possessed by the first game character.
[0250] In some embodiments, the number of at least one skill control displayed on the game screen is less than or equal to the number of skills possessed by the first game character. For example, suppose the first game character has 5 primary skills, but the game screen may only display 4 skill controls corresponding to 4 of the primary skills, and the remaining primary skill may not have a corresponding skill control.
[0251] In some embodiments, at least one skill control displayed on the game screen corresponds one-to-one with a skill possessed by the first game character. For example, suppose the game screen displays two skill controls, including skill control 1 and skill control 2. Then skill control 1 corresponds to the first skill 1, and skill control 2 corresponds to the first skill 2. The first skill 1 and the first skill 2 are different skills.
[0252] Step 2400: In response to the first character's first fighting ability satisfying the termination condition of ending the second character's life points, display the first character's finishing move control.
[0253] In some embodiments, the first game character's first fighting ability satisfies the termination condition of ending the second game character's life. This can also be understood as the first game character possessing a first fighting ability capable of ending the second game character's life. That is, in response to the first game character possessing a first fighting ability capable of ending the second game character's life, the first game character's finishing move control is displayed.
[0254] In some embodiments, the finishing move control is displayed on the game screen.
[0255] In some embodiments, for any game character in a fighting state, the fighting ability of that game character changes during the fighting process. Optionally, the fighting ability of the game character may change from strong to weak, or vice versa.
[0256] In some embodiments, the trends in the changing combat abilities of each game character may be the same or different. For example, assuming that the first combat ability of the first game character changes from weak to strong, and the second combat ability of the second game character also changes from weak to strong, then the trends in the changing combat abilities of the first and second game characters are the same. Conversely, assuming that the first combat ability of the first game character changes from strong to weak, and the second combat ability of the second game character also changes from weak to strong, then the trends in the changing combat abilities of the first and second game characters are different.
[0257] It's also important to understand that the changing trend of each game character's fighting ability may be dynamic. For example, the first fighting ability of the first game character may go from weak to strong and then back to weak.
[0258] In some embodiments, for any game character in the game screen, the character's fighting ability is determined based on at least one of the following:
[0259] • The health points of game characters;
[0260] • The hit rate of game characters during combat;
[0261] • The damage dealt by a game character during combat;
[0262] • The skill status of at least one skill possessed by a game character.
[0263] In some embodiments, a game character's fighting ability is determined based on the character's health points. Optionally, a game character's fighting ability is directly proportional to their health points. Higher health points indicate stronger fighting ability, while lower health points indicate weaker fighting ability.
[0264] In some embodiments, a game character's fighting ability is determined based on the character's hit rate during combat. Optionally, a game character's fighting ability is directly proportional to the hit rate during combat. A higher hit rate indicates stronger fighting ability, while a lower hit rate indicates weaker fighting ability.
[0265] In some embodiments, a game character's fighting ability is determined based on the damage dealt by the character during combat. Optionally, a game character's fighting ability is directly proportional to the damage dealt during combat. Higher damage dealt during combat indicates stronger fighting ability, while lower damage dealt indicates weaker fighting ability.
[0266] In some embodiments, a game character's fighting ability is determined based on the skill status of at least one skill possessed by the character. Skill status includes an available state and a cooldown state. An available state refers to a state where the skill is not prohibited from use. Alternatively, it can be understood as a state where the skill is not on cooldown. Or, it can be understood as a state where the first virtual character still has the ability / energy / skill points to release the first skill. Alternatively, it can be understood as a state where the first skill is not prohibited from use, and / or, the first skill is not on cooldown, and / or, the first virtual character still has the ability / energy / skill points to release the first skill. A cooldown state refers to a state where the skill is prohibited from use. Generally, skill status can switch between available and cooldown states.
[0267] Optionally, a game character's fighting ability is directly proportional to a first ratio. The first ratio is the ratio of the number of skills a game character possesses that are currently available for use to the total number of skills the character possesses. For example, assuming a game character has 5 skills, 3 of which are currently available for use, then the first ratio = 3 / 5. A larger first ratio reflects a greater number of available skills, indicating stronger fighting ability; a smaller first ratio reflects a smaller number of available skills, indicating weaker fighting ability.
[0268] Optionally, a game character's fighting ability is inversely proportional to a second ratio. The second ratio is the ratio of the number of skills a game character has that are currently on cooldown to the total number of skills the character possesses. For example, assuming a game character has 5 skills, 2 of which are on cooldown, then the second ratio = 2 / 5. A larger second ratio indicates fewer skills the game character can use, thus indicating weaker fighting ability; a smaller second ratio indicates more skills the game character can use, thus indicating stronger fighting ability.
[0269] In some embodiments, the finishing move control of the first game character is displayed on the game screen for a second duration. In response to the first game character's first fighting ability satisfying the termination condition of ending the second game character's life points, the first game character's finishing move control is displayed for the second duration.
[0270] In some embodiments, when a finishing move control is displayed on the game screen, in response to the first character's first fighting ability satisfying the termination condition of ending the second character's life, the remaining display duration of the finishing move control is updated to the second duration.
[0271] In some embodiments, step 240 above can be replaced by the following sub-steps:
[0272] Step 2410: In response to the fact that n out of m first skills are available for use, and the second game character's health is less than or equal to the health threshold, display the first game character's ultimate skill control.
[0273] In some embodiments, the m first skills are the skills possessed by the first game character. The value of m is a positive integer.
[0274] In some embodiments, m first skills are all the first skills possessed by the first game character, or m first skills are a subset of all the first skills possessed by the first game character.
[0275] In some embodiments, the m first skills are the first skills with skill controls among all the first skills possessed by the first game character. For example, suppose the first game character has 3 first skills, including first skill 1, first skill 2, and first skill 3. Among them, first skill 1 has first skill control 1, first skill 2 has first skill control 2, and first skill 3 does not have a corresponding first skill control, then m = 2.
[0276] In some embodiments, at least one first skill control is displayed on the game screen. The number of these at least one first skill controls is less than or equal to the total number of first skills possessed by the first game character. For example, suppose the first game character has 5 first skills, but the game screen may only display the 4 first skill controls corresponding to 4 of the first skills, with no corresponding first skill control for the remaining first skill.
[0277] In some embodiments, at least one first skill control displayed on the game screen corresponds one-to-one with a first skill. For example, suppose there are two skill controls displayed on the game screen, including skill control 1 and skill control 2. Then skill control 1 corresponds to first skill 1, and skill control 2 corresponds to first skill 2. First skill 1 and first skill 2 are different skills.
[0278] In some embodiments, each first skill of the first game character corresponds to a skill state. Skill states include an available state and a cooldown state. An available state refers to a state where the skill is not prohibited from use. Alternatively, it can be understood as a state where the skill is not on cooldown. Or, it can be understood as a state where the first virtual character still has the ability / energy / skill points to use the first skill. Alternatively, it can be understood as a state where the first skill is not prohibited from use, and / or, the first skill is not on cooldown, and / or, the first virtual character still has the ability / energy / skill points to use the first skill. A cooldown state refers to a state where the skill is prohibited from use. Generally, skill states can switch between available and cooldown states.
[0279] In some embodiments, if n out of m first skills are available for use, and the second character's health is less than or equal to a health threshold, then the first character's first melee ability is considered to satisfy the termination condition for ending the second character's health. Alternatively, if n out of m first skills are available for use, and the second character's health is less than or equal to a health threshold, then the first character is considered to possess a first melee ability capable of ending the second character's health. The value of n is a positive integer less than or equal to m.
[0280] In some embodiments, the ratio of n to m is greater than or equal to a first ratio threshold. The first ratio threshold is the minimum acceptable ratio of n to m that indicates a strong first fighting ability for the first game character. When the ratio of n to m is greater than or equal to the first ratio threshold, it reflects that the first game character has a large number of first skills that can be released, thus indicating a strong first fighting ability for the first game character.
[0281] In some embodiments, the health threshold is used to indicate the maximum health a finishing move can reduce to that of a second character. If the second character's health is less than or equal to the health threshold, this reflects that the finishing move can reduce the second character's health if it is successfully executed.
[0282] In some embodiments, in addition to meeting the above conditions, the distance between the first game character and the second game character must also be less than or equal to a distance threshold. This distance threshold is used to indicate the maximum attack radius corresponding to the first game character. That is, when the second game character is within the maximum attack radius of the first game character, the finishing move control of the first game character is displayed, making it more meaningful for the first game character to release the finishing move to end the second game character's life. Specifically, step 241 above can also be replaced by the following sub-steps:
[0283] Step 24110: In response to all of the m first skills being available for release, the second character's health being less than or equal to a health threshold, and the second character being within the attack range of the first character, display the first character's finishing skill control.
[0284] In some embodiments, when the second game character is within the attack range of the first game character, it reflects that the first game character can attack the second game character.
[0285] Optionally, this is limited to the moment before the display of the first character's finishing move control, where the second character is within the first character's attack range. That is, if the first terminal detects that the second character is within the first character's attack range before displaying the first character's finishing move control, then the first character's finishing move control is displayed. Whether the second character remains within the first character's attack range subsequently does not affect the display of the finishing move control.
[0286] In some embodiments, step 240 above can also be replaced by the following sub-steps:
[0287] Step 2420: In response to the first character's first fighting ability being greater than the second character's second fighting ability, and the second character's health being less than or equal to the health threshold, display the first character's finishing move control.
[0288] In some embodiments, the fighting ability of the first game character is determined based on at least one of the following:
[0289] • The first character's health points;
[0290] • The hit rate of the first game character during combat;
[0291] • The damage dealt by the first character during combat;
[0292] • The skill status of at least one skill possessed by the first game character.
[0293] In some embodiments, the fighting ability of the first game character is determined based on the first game character's health points. Optionally, the fighting ability of the first game character is directly proportional to the first game character's health points. A higher health point indicates a stronger fighting ability, while a lower health point indicates a weaker fighting ability.
[0294] In some embodiments, the fighting ability of the first game character is determined based on the hit rate of the first game character during combat. Optionally, the fighting ability of the first game character is directly proportional to the hit rate of the first game character during combat. A higher hit rate of the first game character during combat reflects a stronger fighting ability; a lower hit rate of the first game character during combat reflects a weaker fighting ability.
[0295] In some embodiments, the fighting ability of the first game character is determined based on the damage value inflicted by the first game character during combat. Optionally, the fighting ability of the first game character is directly proportional to the damage value inflicted by the first game character during combat. A higher damage value inflicted by the first game character during combat reflects a stronger fighting ability; a lower damage value inflicted by the first game character reflects a weaker fighting ability.
[0296] In some embodiments, the combat ability of a first game character is determined based on the skill status of at least one first skill possessed by the first game character. The skill status includes a releaseable state and a cooldown state. A releaseable state refers to a state where the skill is not prohibited from use. Alternatively, it can be understood as a releaseable state where the skill is not in a cooldown state. Or, it can be understood as a releaseable state where the first virtual character still has the ability / energy / skill points to release the first skill. Alternatively, it can be understood as a releaseable state where the first skill is not prohibited from use, and / or, the first skill is not in a cooldown state, and / or, the first virtual character still has the ability / energy / skill points to release the first skill. A cooldown state refers to a state where the skill is prohibited from use. Generally, the skill status can switch between a releaseable state and a cooldown state.
[0297] Optionally, the fighting ability of the first character is directly proportional to the ratio 1. The ratio 1 is the ratio of the number of first skills that the first character possesses that are currently available to be used, to the total number of first skills the first character possesses. For example, assuming the first character has 5 first skills, of which 3 are currently available to be used, then the ratio 1 = 3 / 5. A larger ratio 1 indicates a larger number of available first skills, thus indicating stronger fighting ability; a smaller ratio 1 indicates a smaller number of available first skills, thus indicating weaker fighting ability.
[0298] Optionally, the first character's fighting ability is inversely proportional to the ratio 2. The ratio 2 is the ratio of the number of first skills the first character possesses that are currently on cooldown to the total number of first skills the first character possesses. For example, assuming the first character has 5 first skills, of which 2 are on cooldown, then the ratio 2 = 2 / 5. A larger ratio 2 indicates fewer first skills that the first character can use, thus indicating weaker fighting ability; a smaller ratio 2 indicates more first skills that the first character can use, thus indicating stronger fighting ability.
[0299] In some embodiments, the fighting ability of the second game character is determined based on at least one of the following:
[0300] • The second character's health points;
[0301] • The hit rate of the second game character during combat;
[0302] • The damage dealt by the second game character during combat;
[0303] • The skill status of at least one skill possessed by the second game character.
[0304] In some embodiments, the fighting ability of the second game character is determined based on the second game character's health points. Optionally, the fighting ability of the second game character is directly proportional to the second game character's health points. A higher health point indicates a stronger fighting ability, while a lower health point indicates a weaker fighting ability.
[0305] In some embodiments, the fighting ability of the second game character is determined based on the hit rate of the second game character during combat. Optionally, the fighting ability of the second game character is directly proportional to the hit rate of the second game character during combat. A higher hit rate of the second game character during combat reflects a stronger fighting ability; a lower hit rate of the second game character during combat reflects a weaker fighting ability.
[0306] In some embodiments, the fighting ability of the second game character is determined based on the damage value inflicted by the second game character during combat. Optionally, the fighting ability of the second game character is directly proportional to the damage value inflicted by the second game character during combat. A higher damage value inflicted by the second game character during combat reflects a stronger fighting ability; a lower damage value inflicted by the second game character reflects a weaker fighting ability.
[0307] In some embodiments, the fighting ability of the second game character is determined based on the skill status of at least one second skill possessed by the second game character. The skill status includes a releaseable state and a cooldown state. A releaseable state refers to a state where the skill is not prohibited from use. Alternatively, it can be understood as a releaseable state where the skill is not in a cooldown state. Or, it can be understood as a releaseable state where the first virtual character still has the ability / energy / skill points to release the first skill. Alternatively, it can be understood as a releaseable state where the first skill is not prohibited from use, and / or, the first skill is not in a cooldown state, and / or, the first virtual character still has the ability / energy / skill points to release the first skill. A cooldown state refers to a state where the skill is prohibited from use. Generally, the skill status can switch between a releaseable state and a cooldown state.
[0308] Optionally, the fighting ability of the second character is directly proportional to the ratio 3. The ratio 3 is the ratio of the number of available second skills possessed by the second character to the total number of second skills the character possesses. For example, assuming the second character has 5 second skills, of which 3 are available, then the ratio 3 = 3 / 5. A larger ratio 3 indicates a greater number of available second skills, thus indicating stronger fighting ability; a smaller ratio 3 indicates a smaller number of available second skills, thus indicating weaker fighting ability.
[0309] Optionally, the second character's fighting ability is inversely proportional to the ratio 4. The ratio 4 is the ratio of the number of second skills the second character possesses that are currently on cooldown to the total number of second skills the second character has. For example, assuming the second character has 5 second skills, 2 of which are on cooldown, then the ratio 4 = 2 / 5. A larger ratio 4 indicates fewer second skills that the second character can use, thus indicating weaker fighting ability; a smaller ratio 4 indicates more second skills that the second character can use, thus indicating stronger fighting ability.
[0310] In some embodiments, if the first character's first fighting ability is greater than the second character's second fighting ability, and the second character's health is less than or equal to a health threshold, then the first character's first fighting ability is considered to satisfy the termination condition for ending the second character's health.
[0311] In some embodiments, the first character's first fighting ability is greater than the second character's second fighting ability, including at least one of the following:
[0312] The first character's health points are greater than the second character's health points;
[0313] • The health of the first character is greater than the health of the second character, and the difference between the health of the first character and the health of the second character is greater than the difference threshold.
[0314] • Of the m primary skills, n are available for use; of the j secondary skills, k are available for use; n is greater than or equal to k; the m primary skills are skills possessed by the first game character; and the j secondary skills are skills possessed by the second game character.
[0315] • The first hit rate of the first game character during the fighting process is greater than or equal to the second hit rate of the second game character during the fighting process;
[0316] • The first damage dealt by the first character during combat is greater than or equal to the second damage dealt by the second character during combat.
[0317] In some embodiments, when the health of the first game character is greater than that of the second game character, it reflects that the first game character has more remaining health to withstand damage compared to the second game character.
[0318] In some embodiments, when the first character's health points are greater than the second character's health points, the difference between their health points is greater than a difference threshold. This difference threshold indicates the minimum value of the gap between the first and second character's health points. That is, the first character's health points should ideally be significantly greater than the second character's. This reflects that the first character has sufficient health points to finish off the second character.
[0319] In some embodiments, the first game character has n first skills that are available for use, and the second game character has k second skills that are available for use, where n is greater than or equal to k. That is, the first game character has a larger number of skills that are available for use. Here, m is a positive integer, n is a positive integer less than or equal to m, j is a positive integer, and k is a positive integer less than or equal to j.
[0320] In some embodiments, finishing moves are pre-set and correspond one-to-one with game characters. For example, a first game character corresponds to a first finishing move, and a second game character corresponds to a second finishing move. In this embodiment, in response to the first game character's first fighting ability satisfying the termination condition of ending the second game character's life points, the displayed finishing move control of the first game character is used to trigger the release of the first game character's first finishing move.
[0321] In some embodiments, the finishing skill is determined dynamically.
[0322] In some embodiments, the finishing move is obtained by randomly combining the skills possessed by the game character. For example, assuming the first game character possesses first skill 1, first skill 2, and first skill 3, then the first game character's first finishing move is obtained by randomly combining first skill 1, first skill 2, and first skill 3. Optionally, if the first game character possesses at least one first skill, the first finishing move is obtained by randomly combining at least one of the first game character's first skills. For example, the first finishing move is a combination skill corresponding to first skill 1 and first skill 2. Or, the first finishing move is a combination skill corresponding to first skill 1 and first skill 3.
[0323] In some embodiments, the finishing move is obtained by randomly combining the game character's skills that are in a releaseable state. Optionally, the finishing move is obtained by randomly combining the game character's skills that are in a releaseable state at the moment of its execution. The moment of execution refers to the time when the finishing move control is triggered, or the time when the finishing move is released. For example, suppose the first game character has a first skill 1, a first skill 2, a first skill 3, and a first skill 4. The skills that the first game character has at the moment of execution that trigger the releaseable state include first skill 1, first skill 2, and first skill 3, and first skill 4 is in a cooldown state at the moment of execution. Then the first game character's first finishing move is obtained by randomly combining first skill 1, first skill 2, and first skill 3. Optionally, if the first game character has at least one releaseable first skill at the moment of execution, the first finishing move is obtained by randomly combining at least one releaseable first skill of the first game character. A releaseable first skill refers to a first skill that is in a releaseable state.
[0324] In some embodiments, the finishing move is determined based on at least one skill type among the skills possessed by the game character. At least one skill type includes at least one of active skills, status skills, and passive skills. It should be noted that skill types can also be classified from other perspectives, and this application embodiment does not limit this.
[0325] For example, suppose a first game character possesses first skill 1, first skill 2, first skill 3, and first skill 4, where first skill 1 and first skill 2 belong to the first skill type, and first skill 3 and first skill 4 belong to the second skill type. Then, the first game character's first ultimate skill is determined based on at least one skill of the first skill type and / or at least one skill of the second skill type. For instance, the first game character's first ultimate skill is determined based on first skill 1 and first skill 3. Optionally, if the first game character possesses first skills of at least one skill type, the first ultimate skill is obtained by randomly combining the first skills of at least one skill type of the first game character.
[0326] In some embodiments, the finishing move is randomly generated based on a skill generation model. Optionally, the finishing move is randomly generated based on the skill generation model at the finishing moment. The finishing moment refers to the moment when the finishing move control is triggered, or the moment when the finishing move is released. The skill generation model is an AI model. The skill generation model is pre-trained. The skill generation model is trained using a sample training set, which includes sample finishing moves. The model parameters in the skill generation model are trained using the sample training set. After multiple training iterations, such as training with 10,000 samples or when the model converges, a trained skill generation model capable of generating finishing moves is obtained.
[0327] Optionally, the first finishing move of the first game character is randomly generated by a skill generation model. Alternatively, the first finishing move of the first game character is randomly generated by a skill generation model based on at least one of the first game character's position, orientation, action, and survival status at the moment of finishing.
[0328] In some embodiments, the method includes:
[0329] Step 3200: In response to the release operation of the finishing skill control, display the skill release animation corresponding to the finishing skill.
[0330] In some embodiments, the release operation for the final skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation for the final skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0331] In some embodiments, the display method of the skill release animation is preset, or the display method of the skill release animation is adjustable. In some embodiments, the skill release animation is displayed in a way that overlays the entire game screen. In some embodiments, the skill release animation is displayed as a floating layer.
[0332] In some embodiments, the display duration of the skill release animation on the game screen is a first duration. In response to a release operation on the ultimate skill control, the skill release animation corresponding to the ultimate skill is displayed within the first duration. The first duration refers to the continuous display duration of the skill release animation; that is, the skill release animation is continuously displayed within the first duration.
[0333] In some embodiments, the finishing move may or may not be effective on the second game character during the first duration. That is, in response to the release operation of the finishing move control, the skill release animation corresponding to the finishing move will be displayed on the game screen, and the first game character will release the finishing move to the second game character, but the finishing move released by the first game character will not necessarily be effective on the second game character.
[0334] In some embodiments, in response to the release operation of the finishing move control, if the second game character is not within the attack range of the first game character, the finishing move will not affect the second game character. In some embodiments, in response to the release operation of the finishing move control, if the distance between the first game character and the second game character is greater than a distance threshold, the finishing move will not affect the second game character.
[0335] In some embodiments, in response to a release operation on the finishing move control, if the finishing move does not hit the second game character, the finishing move has no effect on the second game character. In some embodiments, in response to a release operation on the finishing move control, and if the finishing move hits the second game character, the finishing move has an effect on the second game character.
[0336] In cases where the finishing move may or may not work on the second character, the above methods also include:
[0337] Step 3400: During the initial time period of the first duration, in response to the second game character releasing an escape skill, the finishing skill will not be effective against the second game character.
[0338] In some embodiments, the start time period of the first duration can be understood as the time period from the first frame to the i-th frame of the skill release animation, where i is an integer greater than or equal to 1.
[0339] In some embodiments, each game character possesses an escape skill before acquiring a finishing move. For example, a second game character may possess an escape skill before the first game character's finishing move control is displayed, i.e., before the first game character acquires a finishing move.
[0340] In some embodiments, the second character acquires the escape skill only after the first character's finishing move control is displayed, i.e., after the first character possesses the finishing move. It is understood that the first character acquiring the finishing move and the second character acquiring the escape skill occur simultaneously.
[0341] In some embodiments, the escape skill is used to disable all skills used by the opposing character. Alternatively, the escape skill is used to disable the finishing move used by the opposing character. For example, if the second character uses the escape skill, the finishing move used by the first character will be ineffective against the second character.
[0342] In some embodiments, the escape skill of the second game character is automatically triggered. For example, when the first game character uses a finishing move on the second game character, the second game character will directly trigger and release its escape skill. If the second game character's escape skill is automatically triggered, then the second game character will definitely release its escape skill during the initial period of the first duration; that is, the finishing move will definitely not be effective against the second game character during the initial period of the first duration.
[0343] In some embodiments, the escape skill of the second game character is triggered by a corresponding escape skill control. The user can trigger the second game character to release the escape skill by performing a release operation on the escape skill control. In some embodiments, the release operation on the escape skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on the escape skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0344] When the second character's escape skill is triggered through a corresponding escape skill control, the user can selectively choose to activate or deactivate the escape skill. If the second character activates the escape skill, the first character's finishing move will not affect the second character; if the second character does not activate the escape skill, the first character's finishing move will not be ineffective against the second character simply because the second character possesses an escape skill.
[0345] In some embodiments, step 3400 is performed after step 3200.
[0346] In some embodiments, if the escape skill of the second game character becomes ineffective after the start time period of the first duration mentioned above has ended, then the method further includes:
[0347] Step 3600: After the start time period ends, in response to the grab operation targeting the second game character, if the grab of the second game character is successful, the finishing move will be applied to the second game character; or, if the grab of the second game character fails, the finishing move will remain ineffective on the second game character.
[0348] In some embodiments, the second character's escape skill is effective during the initial period of the first duration, and becomes ineffective after the initial period ends but before the first duration ends. However, the first character's finishing move is only ineffective against the second character during the initial period of the first duration, but remains effective during that period. Furthermore, the first character's finishing move remains effective after the initial period ends but before the first duration ends.
[0349] In some embodiments, the finishing move of the first character automatically applies to the second character. For example, if the second character is within the attack range of the first character, and the first character uses its finishing move, the finishing move will automatically apply to the second character.
[0350] In some embodiments, the finishing move of the first character will only affect the second character if certain conditions are met. For example, the finishing move will affect the second character if the first character hits the second character. If the conditions are not met, the finishing move will not affect the second character.
[0351] In some embodiments, the grasping operation for the second game character includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the grasping operation for the second game character includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.
[0352] In some embodiments, step 3600 is performed after step 3400.
[0353] In some embodiments, when the game screen displays the finishing move control for the first game character, the above method further includes:
[0354] Step 2610: In response to the release operation of the finishing move control, hide the finishing move control.
[0355] In some embodiments, the release operation for the final skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation for the final skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0356] In some embodiments, the display duration of the finishing move control for the first game character on the game screen is a second duration. Therefore, the release operation for the finishing move control needs to be performed within this second duration.
[0357] In some embodiments, in response to a release operation on the finishing skill control, the display of the first game character's finishing skill control on the game screen is canceled.
[0358] Step 2620: In response to the release operation of the finishing skill control, switch the display state of the finishing skill control from the first display state to the second display state.
[0359] In some embodiments, the first display state and the second display state are two display states corresponding to the finishing move control. Optionally, the first display state is used to indicate that the finishing move control of the first game character is in a triggerable state, and the second display state is used to indicate that the finishing move control of the first game character is in a cooldown state.
[0360] In some embodiments, in response to a release operation on the finisher control, the finisher control is switched from a triggerable state to a cooldown state. Furthermore, the finisher control needs to switch from the cooldown state to the triggerable state the next time the first character's first melee ability meets the termination condition that ends the second character's life.
[0361] In other words, the finishing move control for the first game character in this embodiment is a one-time use item. After releasing the finishing move based on the finishing move control, the finishing move becomes invalid and needs to be obtained again when the display conditions of the finishing move control are met again.
[0362] In some embodiments, the above step: displaying the finishing move control of the first game character can be replaced by the following sub-step:
[0363] Step 4200: Display the animation showing the appearance of the finishing move control.
[0364] In some embodiments, the appearance of the animation is used to indicate to the first game character that they currently support the release of a finishing move.
[0365] In some embodiments, the display mode of the appearance animation is preset, or the display mode of the appearance animation is adjustable.
[0366] In some embodiments, an animation is displayed showing the final skill control appearing as it grows larger. For example, such as... Figure 8 As shown.
[0367] In some embodiments, the finishing move control is displayed at a fixed position on the game screen. For example, the finishing move control is displayed in the blank space above the first skill.
[0368] In some embodiments, the finishing move control is dynamically determined based on the blank space on the game screen. In some embodiments, as the fighting between the first and second game characters progresses, the virtual elements displayed on the game screen also change, so the blank space on the game screen is not fixed.
[0369] In some embodiments, the above step: displaying the finishing move control of the first game character can be replaced by the following sub-step:
[0370] Step 5200: Display the finishing move controls for the first character at the target location on the game screen.
[0371] In some embodiments, the target location is dynamically determined based on empty space in the game screen. The target location is selected to avoid obscuring other virtual elements in the game screen.
[0372] In some embodiments, the game screen includes at least one blank space. This at least one blank space is discontinuous. For example, such as... Figure 10 As shown, the game screen 11 includes a first blank space 21, a second blank space 22, and a third blank space 23. It should be understood that the blank spaces described in this embodiment specifically refer to positions on the game screen where no virtual elements are displayed. Figure 10 The example only uses the first blank position 21, the second blank position 22, and the third blank position 23, and does not mean that there are no other blank positions.
[0373] In some embodiments, the skill control display method provided in this application is the underlying support for game characters to trigger the display of additional skill controls under specific conditions. The above method also includes:
[0374] Step 6200: In response to the first game character meeting the conditions for displaying additional skills, display the additional skill controls for the first game character.
[0375] In some embodiments, the first game character has at least one first skill, which is a permanent skill of the first game character.
[0376] In some embodiments, the additional skill control is used to trigger the first game character to release additional skills in addition to the first skill.
[0377] In some embodiments, the additional skill control is triggered to appear based on additional skill display conditions. When the first game character triggers an additional skill display condition, the additional skill control is displayed on the game screen.
[0378] In some embodiments, additional skill display conditions include at least one of the following:
[0379] Condition 1: The game character moves onto the skill's target;
[0380] Condition 2: The cumulative number of times the game character hits the opponent's skill mark meets the mark count threshold.
[0381] Regarding condition one:
[0382] In some embodiments, step 6200 above can also be replaced by the following sub-steps:
[0383] Step 6210: In response to the first game character releasing the first skill, display the skill's projectiles.
[0384] In some embodiments, in response to a first game character releasing a first skill, the skill projectile released by the first skill is displayed on the game screen.
[0385] In some embodiments, at least one first skill control is displayed on the game screen. The number of these at least one first skill controls is less than or equal to the total number of first skills possessed by the first game character. For example, suppose the first game character has 5 first skills, but the game screen may only display the 4 first skill controls corresponding to 4 of the first skills, with no corresponding first skill control for the remaining first skill.
[0386] In some embodiments, at least one first skill control displayed on the game screen corresponds one-to-one with a first skill. For example, suppose there are two skill controls displayed on the game screen, including skill control 1 and skill control 2. Then skill control 1 corresponds to first skill 1, and skill control 2 corresponds to first skill 2. First skill 1 and first skill 2 are different skills.
[0387] In some embodiments, in response to a release operation on at least one first skill control, the skill release object of the first skill is displayed on the game screen. In some embodiments, the release operation on at least one first skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on at least one first skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should be able to understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0388] In some embodiments, the display method of the skill release item released by the first skill is preset, or the display method of the skill release item released by the first skill is adjustable.
[0389] In some embodiments, skill release items are one-to-one corresponding to the skills of game characters. For example, assuming the first game character has a first skill 1 and a first skill 2, then first skill 1 corresponds to skill release item 1, and first skill 2 corresponds to skill release item 2.
[0390] In some embodiments, the relationship between skill release items and game character skills is one-to-many. For example, suppose the first game character has a first skill 1 and a first skill 2, and both the first skill 1 and the first skill 2 correspond to skill release item 1.
[0391] In some embodiments, the relationship between skill release objects and game character skills is many-to-one. For example, suppose a first game character has a first skill 1, which can correspond to skill release object 1, and can also correspond to skill release object 2. Optionally, in the case of a many-to-one relationship between skill release objects and game character skills, different skill release objects corresponding to the same skill may have different forms, display methods, or attributes.
[0392] In some embodiments, the skill projectile released by the first skill is displayed at the skill landing point corresponding to the first skill. In some embodiments, the skill projectile released by the first skill is displayed overlaid on the skill landing point corresponding to the first skill.
[0393] Step 6220: In response to the first game character moving onto the skill release object, display the additional skill controls for the first game character.
[0394] In some embodiments, in response to the first game character moving from its current position to the location of the skill release object, additional skill controls for the first game character are displayed on the game screen. That is, if the first game character moves from its current position to the location of the skill release object, it is considered that the first game character meets the conditions for displaying additional skills, and in this case, additional skill controls for the first game character are displayed on the game screen.
[0395] In some embodiments, a first game character releases a first skill at a first position. The skill's landing point is a second position. The skill's projectile is displayed at the landing point corresponding to the first skill. The first and second positions are different display positions. In response to the first game character moving from the first position to the second position, additional skill controls for the first game character are displayed.
[0396] In some embodiments, in response to a release operation for an additional skill control, the first game character changes from a first form to a second form. The first form is the commonly displayed form of the first game character, and the second form is consistent with the displayed form of the skill release object. For example, assuming the commonly displayed form of the first game character is a virtual humanoid form and the skill release object is a pile of sand, then in response to a release operation for an additional skill control, the first game character will change from the virtual humanoid form to the sand form. For example, assuming the commonly displayed form of the first game character is a virtual humanoid form and the skill release object is a pile of icicles, then in response to a release operation for an additional skill control, the first game character will change from the virtual humanoid form to the icicles form.
[0397] Regarding condition two:
[0398] In some embodiments, step 6200 above can also be replaced by the following sub-steps:
[0399] Step 6230: In response to the first game character hitting the second game character based on the first skill, display the skill icon corresponding to the first skill;
[0400] In some embodiments, in response to a first game character releasing a first skill, the first skill may hit an opponent game character, or the first skill may not hit an opponent game character.
[0401] In some embodiments, in response to a release operation on at least one first skill control, a skill marker corresponding to the first skill is displayed on the game screen. Optionally, the skill marker is displayed at the skill landing point corresponding to the first skill. In some embodiments, the release operation on at least one first skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on at least one first skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0402] In some embodiments, if a first game character hits a second game character with a first skill, a skill marker corresponding to the first skill is displayed. Optionally, the skill marker corresponding to the first skill is displayed at the location of the second game character.
[0403] In some embodiments, the display method of the skill tag corresponding to the first skill is preset, or the display method of the skill tag corresponding to the first skill is adjustable.
[0404] In some embodiments, skill tags are one-to-one with game character skills. For example, assuming the first game character has a first skill 1 and a first skill 2, then first skill 1 corresponds to skill tag 1, and first skill 2 corresponds to skill tag 2.
[0405] In some embodiments, the skill tag and the game character's skill are one-to-many. For example, suppose the first game character has a first skill 1 and a first skill 2, and both the first skill 1 and the first skill 2 correspond to skill tag 1.
[0406] In some embodiments, the relationship between skill markers and game character skills is many-to-one. For example, suppose a first game character has a first skill 1, which can correspond to skill marker 1, and can also correspond to skill marker 2. Optionally, in the case of a many-to-one relationship between skill markers and game character skills, different skill markers corresponding to the same skill may have different forms, display methods, or attributes.
[0407] Step 6240: In response to the cumulative number of skill markers being greater than or equal to the marker count threshold, display the additional skill controls for the first game character.
[0408] In some embodiments, the number of times a skill marker is displayed can be cumulatively calculated. For example, in response to a first game character hitting a second game character for the first time using a first skill, the skill marker corresponding to the first skill is displayed once; in response to a first game character hitting a second game character again using the first skill, the skill marker corresponding to the first skill is displayed twice.
[0409] In some embodiments, additional skill controls for the first game character are displayed in response to the cumulative number of times the same skill tag is displayed being greater than or equal to a tag count threshold. In some embodiments, additional skill controls for the first game character are displayed in response to the cumulative number of times different skill tags are displayed being greater than or equal to a tag count threshold. This tag count threshold indicates the minimum cumulative number of times a skill tag must be displayed. For example, assuming the tag count threshold is 4 times, if the cumulative number of times a skill tag is displayed reaches 4 times, the first game character is considered to meet the additional skill display condition, and the additional skill controls for the first game character are then displayed on the game screen.
[0410] In this application embodiment, a method for displaying skill controls is proposed, which adds a set of special finishing skills to a side-scrolling action mobile game. That is, when the enemy virtual character is at low health and the main virtual character's own skills are all on cooldown, a normal attack is used to hit the enemy, and a finishing skill that can be triggered with one click is unlocked at the target location.
[0411] In some embodiments, the method provided in this application is applicable to all characters in the game. In each player-versus-player (PVP) game mode, when the enemy virtual character's health drops below 25%, and all of the main virtual character's skills are on cooldown, after the main virtual character hits the enemy virtual character with a normal attack, an additional finishing move control will be displayed in the blank area above the first skill. Clicking on the finishing move allows the user to use it directly.
[0412] Clicking the finishing move control will cause it to disappear, and the main virtual character will enter the finishing animation. During the 6-frame pre-animation phase of the finishing animation, the enemy virtual character can escape using an escape skill; an enemy virtual character in an escape state cannot be finished off. However, the main virtual character's finishing animation will continue playing. After the pre-animation phase ends, the main virtual character will attempt to grab the enemy virtual character; an enemy virtual character grabbed cannot escape.
[0413] It's important to note that the ultimate skill control only lasts for 2 seconds. After 2 seconds, the ultimate skill control will disappear. The main virtual character needs to meet the above conditions again—health, skill cooldown, and basic attack hits—to unlock the ultimate skill control again.
[0414] If the main virtual character leaves the enemy virtual character within 2 seconds of unlocking their finishing move and uses it in another area, it will not finish off the enemy virtual character. However, if certain conditions are met, the main virtual character can unlock the finishing move again.
[0415] The method provided in this application significantly increases the frequency of using finishing moves without making them too easily triggered, thus preventing them from encroaching on other more core combat experiences. Ultimately, the method provided in this application ensures that finishing moves become the finishing touch in the game.
[0416] In some embodiments, the core reasons for increasing the frequency of use of the method provided in this application include at least one of the following:
[0417] • Can be triggered in every game, not limited to the final game;
[0418] Players don't need to manually execute moves; they can trigger them with a single click.
[0419] • If the termination window is missed, it can be triggered again;
[0420] • If the termination fails, it can be triggered again.
[0421] In some embodiments, the methods provided in this application are as follows: Figure 16 As shown, it includes at least one of the following steps:
[0422] Step 1: Any attack hits;
[0423] In some embodiments, if the master virtual character attacks the enemy virtual character at will and the attack hits, step 2 continues.
[0424] Step 2: Determine if the enemy's health has dropped below 25%;
[0425] Determine if the enemy virtual character's health has dropped below 25%. If the enemy virtual character's health has dropped below 25%, proceed to step 3. If the enemy virtual character's health has not dropped below 25%, proceed to step 8.
[0426] Step 3: Did the basic attack hit?
[0427] Determine if the main virtual character hits the enemy virtual character with a normal attack. If the main virtual character hits the enemy virtual character with a normal attack, proceed to step 4. If the main virtual character does not hit the enemy virtual character with a normal attack, proceed to step 8.
[0428] Step 4: Are all skills available for use?
[0429] Determine if all skills of the main virtual character are available for use. If all skills of the main virtual character are available for use, proceed to step 5. If at least one skill of the main virtual character is on cooldown, proceed to step 8.
[0430] In some embodiments, steps 3, 4, and 5 may be performed simultaneously, or steps 3, 4, and 5 may be performed in any order.
[0431] Step 5: Is the finishing move control displayed?
[0432] Determine if the finishing move control is displayed in the virtual environment. If it is, proceed to step 6. If it is not, proceed to step 7.
[0433] Step 6: Reset the display duration of the finishing move controls;
[0434] In some embodiments, if the finishing move control is already displayed in the virtual environment screen, the display duration of the finishing move control is reset.
[0435] Step 7: Enable the finishing move control;
[0436] In some embodiments, if the finishing move control is not displayed in the virtual environment screen, the finishing move control is displayed in the virtual environment screen.
[0437] Step 8: Hide the finishing move controls.
[0438] In some embodiments, if at least one of the conditions in steps 3, 4, and 5 above is not met, the finishing move control is hidden, that is, the finishing move control is not displayed in the virtual environment screen.
[0439] In some embodiments, when the finishing move control is enabled, the finishing move control itself also has a set of judgment logic, such as... Figure 17 As shown, it includes the following steps:
[0440] Step 41: Enable the finishing move control;
[0441] If the conditions in steps 4-5 above are met, the finishing move control will be displayed in the virtual environment screen.
[0442] Step 42: Check if the duration has ended;
[0443] Determine if the display duration of the finishing move control has ended. If the display duration of the finishing move control has ended, proceed to step 44. If the display duration of the finishing move control has not ended, proceed to step 43.
[0444] Step 43: Trigger the finishing move control?
[0445] Determine if the finishing move control has been triggered. If the finishing move control has been triggered, proceed to step 45. If the finishing move control has not been triggered, proceed to step 42.
[0446] Step 44: Hide the finishing move controls;
[0447] In some embodiments, the finishing move control is hidden, that is, the finishing move control is not displayed in the virtual environment screen.
[0448] Step 45: Unleash the finishing move.
[0449] In some embodiments, the finishing move is released when the finishing move control is triggered.
[0450] Figure 18 A block diagram of a display device for skill controls provided in an exemplary embodiment of this application is shown. The device includes:
[0451] Display module 1310 is used to display the virtual environment screen.
[0452] In some embodiments, a virtual environment is displayed for virtual characters to perform activities, and this virtual environment includes at least two virtual characters. Each virtual character can move freely within the virtual environment. For example, the at least two virtual characters include a first virtual character and a second virtual character.
[0453] In some embodiments, the virtual environment screen includes a first virtual character and a second virtual character in a fighting state. For example, the first virtual character and the second virtual character belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0454] In some embodiments, the first virtual character and the second virtual character are controlled by different users on different terminals. For example, the first virtual character is controlled by a first user on a first terminal, and the second virtual character is controlled by a second user on a second terminal. In some embodiments, the first and second virtual characters are controlled by the same user on the same terminal. For example, both the first and second virtual characters are controlled by the first user on the first terminal. In some embodiments, the first virtual character is controlled by the user on the terminal, and the second virtual character is automatically controlled by the terminal. This embodiment does not impose limitations on these embodiments.
[0455] In some embodiments, the virtual environment screen further includes at least one skill control. This at least one skill control corresponds to a skill possessed by the master virtual character. For example, suppose the virtual environment screen includes a first virtual character and a second virtual character. The first virtual character is a master virtual character controlled by a first user corresponding to a first terminal, and the second virtual character is a virtual character controlled by another user corresponding to another terminal, or a virtual character automatically controlled by the first terminal. Then, the at least one skill control displayed in the virtual environment screen corresponds to a skill possessed by the first virtual character.
[0456] In this embodiment, the example is taken where the first virtual character is the controlling virtual character. That is, at least one skill control displayed in the virtual environment screen corresponds to a skill possessed by the first virtual character.
[0457] In some embodiments, the number of at least one skill control displayed in the virtual environment screen is less than or equal to the number of skills possessed by the first virtual character. For example, suppose the first virtual character has 5 first skills, but the virtual environment screen may only display 4 skill controls corresponding to 4 of the first skills, and the remaining first skill has no corresponding skill control.
[0458] In some embodiments, at least one skill control displayed in the virtual environment screen corresponds one-to-one with a skill possessed by the first virtual character. For example, suppose the virtual environment screen displays two skill controls, including skill control 1 and skill control 2. Then skill control 1 corresponds to the first skill 1, and skill control 2 corresponds to the first skill 2. The first skill 1 and the first skill 2 are different skills.
[0459] The display module 1310 is also used to display the finishing skill control of the first virtual character in response to the first virtual character's first fighting ability satisfying the finishing condition of ending the second virtual character's life value.
[0460] In some embodiments, the first virtual character's first fighting ability satisfies the termination condition of ending the second virtual character's health. This can also be understood as the first virtual character possessing a first fighting ability capable of ending the second virtual character's health. That is, in response to the first virtual character possessing a first fighting ability capable of ending the second virtual character's health, the first virtual character's finishing move control is displayed.
[0461] In some embodiments, the finishing move control is displayed in the virtual environment screen. For example, such as... Figure 3 As shown, in response to the first fighting ability of the first virtual character 12 satisfying the termination condition of the second virtual character 13's life value, the finishing skill control 14 of the first virtual character 12 is displayed on the virtual environment screen 13.
[0462] In some embodiments, for any virtual character in a fighting state, the fighting ability of that virtual character changes during the fighting process. Optionally, the fighting ability of the virtual character may change from strong to weak, or vice versa.
[0463] In some embodiments, the trends in the fighting abilities of each virtual character may be the same or different. For example, assuming that the first fighting ability of the first virtual character increases from weak to strong, and the second fighting ability of the second virtual character also increases from weak to strong, then the trends in the first and second fighting abilities of the first and second virtual characters are the same. Conversely, assuming that the first fighting ability of the first virtual character decreases from strong to weak, and the second fighting ability of the second virtual character also increases from weak to strong, then the trends in the first and second fighting abilities of the first and second virtual characters are different.
[0464] It's also important to understand that the changing trend of each virtual character's fighting ability may be dynamic. For example, the first virtual character's primary fighting ability might go from weak to strong and then back to weak.
[0465] In some embodiments, for any virtual character in a virtual environment, the fighting ability of the virtual character is determined based on at least one of the following:
[0466] • The virtual character's health points;
[0467] • The hit rate of virtual characters during combat;
[0468] • The damage dealt by a virtual character during combat;
[0469] • The skill status of at least one skill possessed by the virtual character.
[0470] In some embodiments, the finishing move control of the first virtual character is displayed on the virtual environment screen for a second duration. In response to the first virtual character's first fighting ability satisfying the termination condition for ending the second virtual character's health, the finishing move control of the first virtual character is displayed for the second duration.
[0471] In some embodiments, when a finishing move control is displayed on the virtual environment screen, in response to the first virtual character's first fighting ability satisfying the termination condition of ending the second virtual character's health, the remaining display duration of the finishing move control is updated to the second duration.
[0472] The display module 1310 is also used to display the final skill control of the first virtual character in response to the fact that n of the m first skills are in a releaseable state and the second virtual character's health is less than or equal to the health threshold.
[0473] In some embodiments, the m first skills are the skills possessed by the first virtual character. The value of m is a positive integer.
[0474] In some embodiments, the m first skills are all the first skills possessed by the first virtual character, or the m first skills are a subset of the first skills possessed by the first virtual character.
[0475] In some embodiments, m first skills are the first skills with skill controls among all the first skills possessed by the first virtual character. For example, suppose the first virtual character has 3 first skills, including first skill 1, first skill 2, and first skill 3. Among them, first skill 1 has first skill control 1, first skill 2 has first skill control 2, and first skill 3 does not have a corresponding first skill control, then m = 2.
[0476] In some embodiments, at least one first skill control is displayed in the virtual environment screen. The number of the at least one first skill control is less than or equal to the total number of first skills possessed by the first virtual character. For example, suppose the first virtual character has 5 first skills, but the virtual environment screen may only display 4 first skill controls corresponding to 4 of the first skills, and the remaining first skill has no corresponding first skill control.
[0477] In some embodiments, at least one first skill control displayed in the virtual environment screen corresponds one-to-one with a first skill. For example, suppose the virtual environment screen displays two skill controls, including skill control 1 and skill control 2. Then skill control 1 corresponds to first skill 1, and skill control 2 corresponds to first skill 2. First skill 1 and first skill 2 are different skills.
[0478] In some embodiments, each first skill of the first virtual character corresponds to a skill state. Skill states include a releaseable state and a cooldown state. A releaseable state refers to a state where the skill is not prohibited from use. Alternatively, it can be understood as a releaseable state where the skill is not on cooldown. Or, it can be understood as a releaseable state where the first virtual character still has the ability / energy / skill points to release the first skill. Alternatively, it can be understood as a releaseable state where the first skill is not prohibited from use, and / or, the first skill is not on cooldown, and / or, the first virtual character still has the ability / energy / skill points to release the first skill. A cooldown state refers to a state where the skill is prohibited from use. Generally, skill states can switch between releaseable and cooldown states.
[0479] In some embodiments, if n out of m first skills are available for use, and the second virtual character's health is less than or equal to a health threshold, then the first virtual character's first fighting ability is considered to satisfy the termination condition for ending the second virtual character's health. Alternatively, if n out of m first skills are available for use, and the second virtual character's health is less than or equal to a health threshold, then the first virtual character is considered to possess a first fighting ability capable of ending the second virtual character's health. The value of n is a positive integer less than or equal to m.
[0480] In some embodiments, the ratio of n to m is greater than or equal to a first ratio threshold. The first ratio threshold is the minimum acceptable ratio of n to m that indicates a strong first fighting ability of the first virtual character. When the ratio of n to m is greater than or equal to the first ratio threshold, it reflects that the first virtual character has a large number of first skills that can be released, thus reflecting a strong first fighting ability of the first virtual character.
[0481] In some embodiments, the health threshold is used to indicate the maximum health a finishing move can reduce to that of a second virtual character. If the second virtual character's health is less than or equal to the health threshold, this reflects that the finishing move can reduce the second virtual character's health if it is successfully executed.
[0482] In some embodiments, in addition to meeting the above conditions, the distance between the first virtual character and the second virtual character must also be less than or equal to a distance threshold. This distance threshold is used to indicate the maximum attack radius corresponding to the first virtual character. That is, when the second virtual character is within the maximum attack radius of the first virtual character, the finishing move control of the first virtual character is displayed, making it more meaningful for the first virtual character to release the finishing move to end the second virtual character's health.
[0483] The display module 1310 is also used to display the finishing skill control of the first virtual character in response to all of the m first skills being in a releaseable state, the second virtual character's health being less than or equal to a health threshold, and the second virtual character being within the attack range of the first virtual character.
[0484] In some embodiments, when the second virtual character is within the attack range of the first virtual character, it reflects that the first virtual character can attack the second virtual character.
[0485] Optionally, this is limited to the moment before the display of the first virtual character's finishing move control, where the second virtual character is within the first virtual character's attack range. That is, if the first terminal detects that the second virtual character is within the first virtual character's attack range before displaying the first virtual character's finishing move control, then the first virtual character's finishing move control is displayed. Whether the second virtual character remains within the first virtual character's attack range subsequently does not affect the display of the finishing move control.
[0486] The display module 1310 is also configured to display the finishing move control of the first virtual character in response to the first virtual character's first fighting ability being greater than the second virtual character's second fighting ability, and the second virtual character's health being less than or equal to a health threshold.
[0487] In some embodiments, if the first fighting ability of the first virtual character is greater than the second fighting ability of the second virtual character, and the health of the second virtual character is less than or equal to the health threshold, the first fighting ability of the first virtual character is considered to satisfy the termination condition for ending the health of the second virtual character.
[0488] In some embodiments, the first virtual character's first fighting ability is greater than the second virtual character's second fighting ability, including at least one of the following:
[0489] The first virtual character's health points are greater than the second virtual character's health points;
[0490] • The first virtual character's health is greater than the second virtual character's health, and the difference between the health of the first virtual character and the health of the second virtual character is greater than the difference threshold.
[0491] • Of the m primary skills, n are available for use; of the j secondary skills, k are available for use; n is greater than or equal to k; the m primary skills are skills possessed by the first virtual character; and the j secondary skills are skills possessed by the second virtual character.
[0492] • The first hit rate of the first virtual character during the fighting process is greater than or equal to the second hit rate of the second virtual character during the fighting process;
[0493] • The first damage value caused by the first virtual character during the fight is greater than or equal to the second damage value caused by the second virtual character during the fight.
[0494] In some embodiments, when the health of the first virtual character is greater than that of the second virtual character, it reflects that the first virtual character has more health remaining to withstand damage compared to the second virtual character.
[0495] In some embodiments, when the health points of the first virtual character are greater than those of the second virtual character, the difference between their health points is greater than a difference threshold. This difference threshold indicates the minimum value of the gap between the health points of the first and second virtual characters. That is, the health points of the first virtual character are preferably significantly greater than those of the second virtual character. This reflects that the first virtual character has sufficient health points to finish off the second virtual character.
[0496] In some embodiments, the first virtual character has n first skills in a releaseable state, and the second virtual character has k second skills in a releaseable state, where n is greater than or equal to k. That is, the first virtual character has a larger number of skills in a releaseable state. Here, m is a positive integer, n is a positive integer less than or equal to m, j is a positive integer, and k is a positive integer less than or equal to j.
[0497] In some embodiments, finishing moves are pre-set and correspond one-to-one with virtual characters. For example, a first virtual character corresponds to a first finishing move, and a second virtual character corresponds to a second finishing move. In this embodiment, in response to the first virtual character's first fighting ability satisfying the termination condition of ending the second virtual character's health, the displayed finishing move control of the first virtual character is used to trigger the release of the first virtual character's first finishing move.
[0498] In some embodiments, the finishing skill is determined dynamically.
[0499] In some embodiments, the finishing move is obtained by randomly combining the skills possessed by the virtual character. For example, assuming the first virtual character possesses first skill 1, first skill 2, and first skill 3, then the first finishing move of the first virtual character is obtained by randomly combining first skill 1, first skill 2, and first skill 3. Optionally, if the first virtual character possesses at least one first skill, the first finishing move is obtained by randomly combining at least one of the first virtual character's first skills. For example, the first finishing move is a combination skill corresponding to first skill 1 and first skill 2. Or, the first finishing move is a combination skill corresponding to first skill 1 and first skill 3.
[0500] In some embodiments, the finishing move is obtained by randomly combining the virtual character's skills that are in a releaseable state. Optionally, the finishing move is obtained by randomly combining the virtual character's skills that are in a releaseable state at the moment of its termination. The moment of termination refers to the time when the finishing move control is triggered, or the time when the finishing move is released. For example, suppose the first virtual character has a first skill 1, a first skill 2, a first skill 3, and a first skill 4. The skills that the first virtual character has at the moment of termination that trigger the releaseable state include first skill 1, first skill 2, and first skill 3, and first skill 4 is in a cooldown state at the moment of termination. Then the first virtual character's first finishing move is obtained by randomly combining first skill 1, first skill 2, and first skill 3. Optionally, if the first virtual character has at least one releaseable first skill at the moment of termination, the first finishing move is obtained by randomly combining at least one releaseable first skill of the first virtual character. A releaseable first skill refers to a first skill that is in a releaseable state.
[0501] In some embodiments, the ultimate skill is determined based on at least one skill type among the skills possessed by the virtual character. At least one skill type includes at least one of active skills, status skills, and passive skills. It should be noted that skill types can also be classified from other perspectives, and this application embodiment does not limit this.
[0502] For example, suppose a first virtual character possesses first skill 1, first skill 2, first skill 3, and first skill 4, where first skill 1 and first skill 2 belong to a first skill type, and first skill 3 and first skill 4 belong to a second skill type. Then, the first ultimate skill of the first virtual character is determined based on at least one skill of a first skill type and / or at least one skill of a second skill type. For instance, the first ultimate skill of the first virtual character is determined based on first skill 1 and first skill 3. Optionally, if the first virtual character possesses first skills of at least one skill type, the first ultimate skill is obtained by randomly combining the first skills of at least one skill type of the first virtual character.
[0503] In some embodiments, the finishing move is randomly generated based on a skill generation model. Optionally, the finishing move is randomly generated based on the skill generation model at the finishing moment. The finishing moment refers to the moment when the finishing move control is triggered, or the moment when the finishing move is released. The skill generation model is an AI model. The skill generation model is pre-trained. The skill generation model is trained using a sample training set, which includes sample finishing moves. The model parameters in the skill generation model are trained using the sample training set. After multiple training iterations, such as training with 10,000 samples or when the model converges, a trained skill generation model capable of generating finishing moves is obtained.
[0504] Optionally, the first finishing move of the first virtual character is randomly generated by a skill generation model. Alternatively, the first finishing move of the first virtual character is randomly generated by a skill generation model based on at least one of the first virtual character's position, orientation, action, and survival status at the moment of finishing.
[0505] The display module 1310 is also used to display the skill release animation corresponding to the final skill in response to the release operation of the final skill control.
[0506] In some embodiments, the release operation for the final skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation for the final skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0507] In some embodiments, the display method of the skill release animation is preset, or the display method of the skill release animation is adjustable. In some embodiments, the skill release animation is displayed in a way that overlays the entire virtual environment screen. In some embodiments, the skill release animation is displayed as a floating layer.
[0508] In some embodiments, the display duration of the skill release animation on the virtual environment screen is a first duration. In response to a release operation on the final skill control, the skill release animation corresponding to the final skill is displayed within the first duration. The first duration refers to the continuous display duration of the skill release animation; that is, the skill release animation is continuously displayed within the first duration.
[0509] In some embodiments, the finishing move may or may not be effective on the second virtual character during the first duration. That is, in response to a release operation on the finishing move control, a skill release animation corresponding to the finishing move will be displayed on the virtual environment screen, and the first virtual character will release the finishing move to the second virtual character, but the finishing move released by the first virtual character will not necessarily be effective on the second virtual character.
[0510] In some embodiments, in response to a release operation of the finishing move control, if the second virtual character is not within the attack range of the first virtual character, the finishing move will not affect the second virtual character. In some embodiments, in response to a release operation of the finishing move control, if the distance between the first and second virtual characters is greater than a distance threshold, the finishing move will not affect the second virtual character.
[0511] In some embodiments, in response to a release operation on the final skill control, if the final skill does not hit the second virtual character, the final skill has no effect on the second virtual character. In some embodiments, in response to a release operation on the final skill control, and if the final skill hits the second virtual character, the final skill has an effect on the second virtual character.
[0512] The display module 1310 is also used to respond to the second virtual character releasing an escape skill during the beginning of the first duration, and the final skill does not work on the second virtual character.
[0513] In some embodiments, the start time period of the first duration can be understood as the time period from the first frame to the i-th frame of the skill release animation, where i is an integer greater than or equal to 1.
[0514] In some embodiments, each virtual character possesses an escape skill before acquiring a finishing move. For example, the second virtual character possesses an escape skill before the finishing move control of the first virtual character is displayed, i.e., before the first virtual character acquires a finishing move.
[0515] In some embodiments, the second virtual character acquires the escape skill only after the first virtual character's finishing move control is displayed, i.e., after the first virtual character possesses the finishing move. It is understood that the first virtual character acquiring the finishing move and the second virtual character acquiring the escape skill occur simultaneously.
[0516] In some embodiments, the escape skill is used to disable all skills released by the opponent's virtual character. Alternatively, the escape skill is used to disable the opponent's finishing move. For example, if the second virtual character releases the escape skill, the finishing move released by the first virtual character will not affect the second virtual character.
[0517] In some embodiments, the escape skill of the second virtual character is automatically triggered. For example, when the first virtual character uses a finishing move on the second virtual character, the second virtual character will directly trigger and release its escape skill. If the second virtual character's escape skill is automatically triggered, then the second virtual character will definitely release its escape skill during the initial period of the first duration; that is, the finishing move will definitely not be effective against the second virtual character during the initial period of the first duration.
[0518] In some embodiments, the escape skill of the second virtual character is triggered by a corresponding escape skill control. The user can trigger the second virtual character to release the escape skill by performing a release operation on the escape skill control. In some embodiments, the release operation on the escape skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on the escape skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.
[0519] When the second virtual character's escape skill is triggered through the corresponding escape skill control, the user can selectively trigger and release the escape skill or not. If the second virtual character releases the escape skill, the first virtual character's finishing move will not be effective against the second virtual character; if the second virtual character does not release the escape skill, the first virtual character's finishing move will not be ineffective against the second virtual character simply because the second virtual character possesses an escape skill.
[0520] The display module 1310 is also configured to, in response to a grabbing operation on the second virtual character after the start time period ends, activate the finishing skill on the second virtual character if the grabbing of the second virtual character is successful; or, if the grabbing of the second virtual character fails, keep the finishing skill from activating on the second virtual character.
[0521] In some embodiments, the escape skill of the second virtual character is effective during the initial period of the first duration, and becomes ineffective after the initial period ends but before the first duration ends. However, the finishing move of the first virtual character is only ineffective against the second virtual character during the initial period of the first duration, but remains effective during that period. Furthermore, the finishing move of the first virtual character remains effective after the initial period ends but before the first duration ends.
[0522] In some embodiments, the finishing move of the first virtual character automatically applies to the second virtual character. For example, if the second virtual character is within the attack range of the first virtual character, and the first virtual character uses its finishing move, the finishing move will automatically apply to the second virtual character.
[0523] In some embodiments, the finishing move of the first virtual character will only take effect on the second virtual character if certain conditions are met. For example, the finishing move will only take effect on the second virtual character if the first virtual character hits the second virtual character. If the conditions are not met, the finishing move will not take effect on the second virtual character.
[0524] In some embodiments, the grasping operation for the second virtual character includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the grasping operation for the second virtual character includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.
[0525] The display module 1310 is also used to hide the final skill control in response to a release operation on the final skill control.
[0526] In some embodiments, the release operation for the final skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation for the final skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0527] In some embodiments, the display duration of the final skill control of the first virtual character on the virtual environment screen is a second duration. Therefore, the release operation for the final skill control needs to be performed within this second duration.
[0528] In some embodiments, in response to a release operation on the finishing skill control, the display of the finishing skill control of the first virtual character in the virtual environment screen is canceled.
[0529] The display module 1310 is also used to switch the display state of the final skill control from a first display state to a second display state in response to a release operation on the final skill control.
[0530] In some embodiments, the first display state and the second display state are two display states corresponding to the finishing skill control. Optionally, the first display state is used to indicate that the finishing skill control of the first virtual character is in a triggerable state, and the second display state is used to indicate that the finishing skill control of the first virtual character is in a cooldown state.
[0531] In some embodiments, in response to a release operation on the finishing skill control, the finishing skill control is switched from a triggerable state to a cooldown state. Furthermore, the finishing skill control needs to switch from the cooldown state to the triggerable state the next time the first combat ability of the first virtual character satisfies the termination condition of ending the second virtual character's health.
[0532] In other words, the finishing skill control of the first virtual character in this embodiment is a one-time use skill. After releasing the finishing skill based on the finishing skill control, the finishing skill becomes invalid and needs to be obtained again when the display conditions of the finishing skill control are met again.
[0533] Display module 1310 is also used to display the animation of the appearance of the final skill control.
[0534] In some embodiments, the appearance animation is used to indicate that the first virtual character currently supports the release of a finishing move.
[0535] In some embodiments, the display mode of the appearance animation is preset, or the display mode of the appearance animation is adjustable.
[0536] In some embodiments, an animation is displayed showing the final skill control appearing as it grows larger. For example, such as... Figure 8 As shown.
[0537] In some embodiments, the finishing move control is displayed at a fixed location in the virtual environment screen. For example, the finishing move control is displayed in the blank space above the first skill.
[0538] In some embodiments, the finishing move control is dynamically determined based on the blank space in the virtual environment screen. In some embodiments, as the fighting process between the first and second virtual characters progresses, the virtual elements displayed in the virtual environment screen also change, so the blank space in the virtual environment screen is not fixed.
[0539] The display module 1310 is also used to display the finishing skill control of the first virtual character at the target location in the virtual environment screen.
[0540] In some embodiments, the target location is dynamically determined based on empty space in the virtual environment. The target location is selected to avoid obscuring other virtual elements in the virtual environment.
[0541] In some embodiments, the virtual environment screen includes at least one blank space. This at least one blank space is discontinuous.
[0542] The display module 1310 is also used to display additional skill controls of the first virtual character in response to the first virtual character meeting the additional skill display conditions.
[0543] In some embodiments, the first virtual character has at least one first skill, which is a permanent skill of the first virtual character.
[0544] In some embodiments, the additional skill control is used to trigger the first virtual character to release additional skills other than the first skill.
[0545] In some embodiments, the additional skill controls are triggered to appear based on additional skill display conditions. When the first virtual character triggers an additional skill display condition, the additional skill controls are displayed on the virtual environment screen.
[0546] In some embodiments, additional skill display conditions include at least one of the following:
[0547] Condition 1: The virtual character moves onto the skill's target;
[0548] Condition 2: The cumulative number of times the virtual character hits the opponent's skill mark meets the mark count threshold.
[0549] The display module 1310 is also used to display the skill release item of the first skill in response to the first virtual character releasing the first skill.
[0550] In some embodiments, in response to a first virtual character releasing a first skill, the skill release item of the first skill is displayed on the virtual environment screen.
[0551] In some embodiments, at least one first skill control is displayed in the virtual environment screen. The number of the at least one first skill control is less than or equal to the total number of first skills possessed by the first virtual character. For example, suppose the first virtual character has 5 first skills, but the virtual environment screen may only display 4 first skill controls corresponding to 4 of the first skills, and the remaining first skill has no corresponding first skill control.
[0552] In some embodiments, at least one first skill control displayed in the virtual environment screen corresponds one-to-one with a first skill. For example, suppose the virtual environment screen displays two skill controls, including skill control 1 and skill control 2. Then skill control 1 corresponds to first skill 1, and skill control 2 corresponds to first skill 2. First skill 1 and first skill 2 are different skills.
[0553] In some embodiments, in response to a release operation on at least one first skill control, the skill object released by the first skill is displayed on the virtual environment screen. In some embodiments, the release operation on at least one first skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on at least one first skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should be able to understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0554] In some embodiments, the display method of the skill release item released by the first skill is preset, or the display method of the skill release item released by the first skill is adjustable.
[0555] In some embodiments, skill release items are in one-to-one correspondence with the skills of virtual characters. For example, assuming the first virtual character has a first skill 1 and a first skill 2, then the first skill 1 corresponds to skill release item 1, and the first skill 2 corresponds to skill release item 2.
[0556] In some embodiments, the relationship between skill release items and virtual character skills is one-to-many. For example, suppose the first virtual character has a first skill 1 and a first skill 2, and both the first skill 1 and the first skill 2 correspond to skill release item 1.
[0557] In some embodiments, the relationship between skill release objects and virtual character skills is many-to-one. For example, suppose a first virtual character possesses a first skill 1, which can correspond to skill release object 1, and can also correspond to skill release object 2. Optionally, in the case of a many-to-one relationship between skill release objects and virtual character skills, different skill release objects corresponding to the same skill may have different forms, display methods, or attributes.
[0558] In some embodiments, the skill projectile released by the first skill is displayed at the skill landing point corresponding to the first skill. In some embodiments, the skill projectile released by the first skill is displayed overlaid on the skill landing point corresponding to the first skill.
[0559] The display module 1310 is also used to display additional skill controls of the first virtual character in response to the first virtual character moving onto the skill release object.
[0560] In some embodiments, in response to the first virtual character moving from its current position to the location of the skill release object, additional skill controls for the first virtual character are displayed on the virtual environment screen. That is, when the first virtual character moves from its current position to the location of the skill release object, it is considered that the first virtual character meets the conditions for displaying additional skills, and at this time, additional skill controls for the first virtual character are displayed on the virtual environment screen.
[0561] In some embodiments, a first virtual character releases a first skill at a first position. The skill's landing point is a second position. The skill's projectile is displayed at the landing point corresponding to the first skill. The first and second positions are different display positions. In response to the first virtual character moving from the first position to the second position, additional skill controls for the first virtual character are displayed.
[0562] In some embodiments, in response to a release operation on an additional skill control, the first virtual character transitions from a first form to a second form. The first form is the commonly displayed form of the first virtual character, and the second form is consistent with the displayed form of the skill release object. For example, assuming the commonly displayed form of the first virtual character is a virtual humanoid form and the skill release object is a pile of sand, then in response to a release operation on an additional skill control, the first virtual character will transition from the virtual humanoid form to the sand form. Similarly, assuming the commonly displayed form of the first virtual character is a virtual humanoid form and the skill release object is a pile of icicles, then in response to a release operation on an additional skill control, the first virtual character will transition from the virtual humanoid form to the icicles form.
[0563] The display module 1310 is also used to display the skill mark corresponding to the first skill in response to the first virtual character hitting the second virtual character based on the first skill.
[0564] In some embodiments, in response to a first virtual character releasing a first skill, the first skill may hit the opponent's virtual character, or the first skill may not hit the opponent's virtual character.
[0565] In some embodiments, in response to a release operation on at least one first skill control, a skill marker corresponding to the first skill is displayed on the virtual environment screen. Optionally, the skill marker is displayed at the skill landing point corresponding to the first skill. In some embodiments, the release operation on at least one first skill control includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the release operation on at least one first skill control includes, but is not limited to, several of the above-mentioned operations. Those skilled in the art should be able to understand that any operation capable of achieving the above functions falls within the protection scope of the embodiments of this application.
[0566] In some embodiments, if a first virtual character hits a second virtual character based on a first skill, a skill marker corresponding to the first skill is displayed. Optionally, the skill marker corresponding to the first skill is displayed at the location of the second virtual character.
[0567] In some embodiments, the display method of the skill tag corresponding to the first skill is preset, or the display method of the skill tag corresponding to the first skill is adjustable.
[0568] In some embodiments, skill tags are one-to-one with the skills of a virtual character. For example, assuming the first virtual character has a first skill 1 and a first skill 2, then the first skill 1 corresponds to skill tag 1, and the first skill 2 corresponds to skill tag 2.
[0569] In some embodiments, the skill tag and the virtual character's skills are in a one-to-many relationship. For example, suppose the first virtual character has a first skill 1 and a first skill 2, and both the first skill 1 and the first skill 2 correspond to skill tag 1.
[0570] In some embodiments, the relationship between skill tags and virtual character skills is many-to-one. For example, suppose a first virtual character possesses a first skill 1, which can correspond to skill tag 1, and can also correspond to skill tag 2. Optionally, in the case of a many-to-one relationship between skill tags and virtual character skills, different skill tags corresponding to the same skill may have different forms, display methods, or attributes.
[0571] The display module 1310 is also used to display additional skill controls for the first virtual character in response to the cumulative number of skill markers being greater than or equal to a marker count threshold.
[0572] In some embodiments, the number of times a skill marker is displayed can be calculated cumulatively. For example, in response to the first virtual character hitting the second virtual character for the first time using the first skill, the skill marker corresponding to the first skill is displayed once; in response to the first virtual character hitting the second virtual character again using the first skill, the skill marker corresponding to the first skill is displayed twice.
[0573] In some embodiments, additional skill controls for the first virtual character are displayed in response to the cumulative number of times the same skill tag is displayed being greater than or equal to a tag count threshold. In some embodiments, additional skill controls for the first virtual character are displayed in response to the cumulative number of times different skill tags are displayed being greater than or equal to a tag count threshold. The tag count threshold is used to indicate the minimum cumulative number of times a skill tag can be displayed. For example, assuming the tag count threshold is 4 times, if the cumulative number of times a skill tag is displayed reaches 4 times, the first virtual character is considered to meet the additional skill display condition, and the additional skill controls for the first virtual character are then displayed on the virtual environment screen.
[0574] Figure 19 A schematic diagram of a computer device provided in an exemplary embodiment of this application is shown. Indicatively, the computer device 800 includes a Central Processing Unit (CPU) 801, a system memory 804 including Random Access Memory (RAM) 802 and Read-Only Memory (ROM) 803, and a system bus 805 connecting the system memory 804 and the CPU 801. The computer device 800 also includes a basic input / output system 806 that facilitates information transfer between various devices within the computer, and a mass storage device 807 for storing an operating system 813, application programs 814, and other program modules 815.
[0575] The basic input / output system 806 includes a display 808 for displaying information and an input device 809 for user input, such as a mouse or keyboard. Both the display 808 and the input device 809 are connected to the central processing unit 801 via an input / output controller 810 connected to the system bus 805. The basic input / output system 806 may also include the input / output controller 810 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 810 also provides output to a display screen, printer, or other types of output devices.
[0576] The mass storage device 807 is connected to the central processing unit 801 via a mass storage controller (not shown) connected to the system bus 805. The mass storage device 807 and its associated computer-readable media provide non-volatile storage for the computer device 800. That is, the mass storage device 807 may include computer-readable media (not shown) such as a hard disk or a compact disc read-only memory (CD-ROM) drive.
[0577] The computer-readable medium may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other solid-state storage technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer storage media are not limited to the above-mentioned types. The system memory 804 and mass storage device 807 described above can be collectively referred to as memory.
[0578] According to various embodiments of this application, the computer device 800 can also be connected to a remote computer on a network, such as the Internet. That is, the computer device 800 can be connected to a network 812 via a network interface unit 811 connected to the system bus 805, or the network interface unit 811 can be used to connect to other types of networks or remote computer systems (not shown).
[0579] An exemplary embodiment of this application also provides a computer-readable storage medium storing at least one program, which is loaded and executed by a processor to implement the display method of the skill controls provided in the above-described method embodiments.
[0580] An exemplary embodiment of this application also provides a computer program product, which includes at least one program segment stored in a readable storage medium; the processor of the communication device reads signaling from the readable storage medium, and the processor executes the signaling to cause the communication device to execute the display method of the skill control provided in the above-described method embodiments.
[0581] It should be understood that "a plurality of" as used herein refers to two or more. Other embodiments of this application will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this application that follow the general principles of this application and include common knowledge or customary techniques in the art not disclosed herein. The specification and examples are to be considered exemplary only, and the true scope and spirit of this application are indicated by the following claims.
[0582] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0583] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying a skill control, characterized in that, The method includes: Display a virtual environment screen, which includes a first virtual character and a second virtual character in a fighting state; In response to the first virtual character's first fighting ability satisfying the termination condition for ending the second virtual character's life, the first virtual character's finishing skill control is displayed, which is used to trigger the first virtual character to release a finishing skill to end the second virtual character's life.
2. The method according to claim 1, characterized in that, The response that the first fighting ability of the first virtual character satisfies the termination condition of ending the life value of the second virtual character, and the display of the finishing skill control of the first virtual character, includes: In response to the condition that n out of m first skills are available for release, and the second virtual character's health is less than or equal to a health threshold, the ultimate skill control of the first virtual character is displayed, wherein the m first skills are skills possessed by the first virtual character; Where m is a positive integer and n is a positive integer less than or equal to m.
3. The method according to claim 2, characterized in that, The response that n out of m first skills are available for use, and the second virtual character's health is less than or equal to a health threshold, displays the first virtual character's ultimate skill control, including: In response to all of the m first skills being in the releaseable state, the second virtual character's health being less than or equal to the health threshold, and the second virtual character being within the attack range of the first virtual character, the finishing skill control of the first virtual character is displayed.
4. The method according to claim 1, characterized in that, The response that the first fighting ability of the first virtual character satisfies the termination condition of ending the life value of the second virtual character, and the display of the finishing skill control of the first virtual character, includes: In response to the first virtual character's first fighting ability being greater than the second virtual character's second fighting ability, and the second virtual character's health being less than or equal to a health threshold, the first virtual character's finishing move control is displayed.
5. The method according to claim 4, characterized in that, The first fighting ability of the first virtual character is greater than the second fighting ability of the second virtual character, including at least one of the following: The first virtual character has more health points than the second virtual character. The first virtual character's health is greater than the second virtual character's health, and the difference between the health of the first virtual character and the health of the second virtual character is greater than the difference threshold. Of the m first skills, n are available for use; of the j second skills, k are available for use; n is greater than or equal to k; the m first skills are skills possessed by the first virtual character; and the j second skills are skills possessed by the second virtual character. The first hit rate of the first virtual character during the fighting process is greater than or equal to the second hit rate of the second virtual character during the fighting process; The first damage value caused by the first virtual character during the fighting process is greater than or equal to the second damage value caused by the second virtual character during the fighting process; Where m is a positive integer, n is a positive integer less than or equal to m, j is a positive integer, and k is a positive integer less than or equal to j.
6. The method according to any one of claims 1 to 5, characterized in that, For any virtual character in the virtual environment, the fighting ability of the virtual character is determined based on at least one of the following: The virtual character's health points; The hit rate of the virtual character during combat; The damage value caused by the virtual character during the combat; The skill state of at least one skill possessed by the virtual character, the skill state including a release state and a cooldown state.
7. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In response to the release operation of the final skill control, the skill release animation corresponding to the final skill is displayed, and the display duration of the skill release animation on the virtual environment screen is a first duration.
8. The method according to claim 7, characterized in that, The method further includes: During the initial time period of the first duration, in response to the second virtual character releasing an escape skill, the final skill is controlled to be ineffective against the second virtual character. The initial time period is the time period from the first frame to the i-th frame of the skill release animation, where i is a positive integer.
9. The method according to claim 8, characterized in that, The method further includes: After the start time period ends, in response to the grabbing operation targeting the second virtual character, if the grabbing of the second virtual character is successful, the finishing skill is controlled to take effect on the second virtual character; or, if the grabbing of the second virtual character fails, the finishing skill remains ineffective on the second virtual character.
10. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In response to a release operation on the finishing move control, hide the finishing move control; or, In response to the release operation of the finishing skill control, the display state of the finishing skill control is switched from a first display state to a second display state.
11. The method according to any one of claims 1 to 5, characterized in that, The display duration of the finishing skill control on the virtual environment screen is a second duration, and the method further includes: When the finishing move control is displayed on the virtual environment screen, in response to the first fighting ability of the first virtual character satisfying the termination condition of ending the life value of the second virtual character, the remaining display duration of the finishing move control is updated to the second duration.
12. The method according to any one of claims 1 to 5, characterized in that, The control that displays the finishing skill of the first virtual character includes: The animation displays the appearance of the finishing skill control, which is used to indicate to the first virtual character that the finishing skill is currently supported.
13. The method according to any one of claims 1 to 5, characterized in that, The control that displays the finishing skill of the first virtual character includes: The final skill control of the first virtual character is displayed at the target location in the virtual environment screen, and the target location is dynamically determined based on the blank space in the virtual environment screen.
14. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In response to the first virtual character meeting the conditions for displaying additional skills, an additional skill control for the first virtual character is displayed. The additional skill control is used to trigger the first virtual character to release additional skills other than the first skill. The first skill is a permanent skill possessed by the first virtual character.
15. The method according to claim 14, characterized in that, The step of displaying additional skill controls for the first virtual character in response to the first virtual character meeting the additional skill display conditions includes: In response to the first virtual character releasing the first skill, the skill effect released by the first skill is displayed; In response to the first virtual character moving onto the skill release object, the additional skill controls of the first virtual character are displayed.
16. The method according to claim 14, characterized in that, The step of displaying additional skill controls for the first virtual character in response to the first virtual character meeting the additional skill display conditions includes: In response to the first virtual character hitting the second virtual character based on the first skill, the skill icon corresponding to the first skill is displayed; In response to the cumulative number of skill markers being greater than or equal to a marker count threshold, the additional skill controls of the first virtual character are displayed.
17. A display device for skill controls, characterized in that, The device includes: The display module is used to display a virtual environment screen, which includes a first virtual character and a second virtual character in a fighting state. The display module is further configured to respond to the first virtual character's first fighting ability satisfying the termination condition for ending the second virtual character's life value, and to display the first virtual character's finishing skill control, the finishing skill control being used to trigger the first virtual character to release a finishing skill for ending the second virtual character's life value.
18. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the method for displaying skill controls as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that, The readable storage medium stores at least one program, which is loaded and executed by a processor to implement the method for displaying skill controls as described in any one of claims 1 to 16.
20. A computer program product, characterized in that, The computer program product includes at least one program segment stored in a computer-readable storage medium; the processor of the communication device reads the at least one program segment from the computer-readable storage medium, and the processor executes the at least one program segment, causing the communication device to perform the skill control display method as described in any one of claims 1 to 16.